Tempest Rising
Tempest Rising The Communities wish list "Road map"
This is what I would like to see...


A Campaign as DLC later on in the game's life for the third faction.

Continued DLC for the main two factions in whatever form adding maps to multiplayer.

Sea based units, potential for structures off land, for ocean themed maps; DLC - sure.

DLC for futuristic units or a phase set ahead in time, where the arms race has continued.


What about you lot?
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กำลังแสดง 1-15 จาก 33 ความเห็น
More players support (3v3 and 4v4)
A map editor
Mod support
Some kind of co-op gameplay
Possibly an expansion/dlc/new campaign
More zoom out (I can live with the current level, but off course I prefer more fov).
โพสต์ดั้งเดิมโดย Delirio:
More players support (3v3 and 4v4)
A map editor
Mod support
Some kind of co-op gameplay
Possibly an expansion/dlc/new campaign
Definitely Coop, many games today lack the features we had in the 90's.
*cough* Doom *cough*
Commander mode?

With different units, buildings, techs? Ala Command & Conquer Generals Zero Hour
veti playable with campaign, map editor and mod support i think would be the best things to add first.
Infantry icons to tell infantry apart like CNC3 or RA3
Revamped building, production tabs, and build radius to make it smoother for base management
More AI difficulties
3rd faction campaign
Super weapons
แก้ไขล่าสุดโดย Spartan dropkick; 5 ก.พ. @ 6: 03pm
A dedicated co-op mode. (It's no secret that in SC2 co-op was the most popular mode. That was obviously because they put in the effort and created something that made sense and motivated people long-term with their meta-progression ... instead of just adding AI to skirmish maps and calling it a day.)
โพสต์ดั้งเดิมโดย Got Goals:
This is what I would like to see...


A Campaign as DLC later on in the game's life for the third faction.

Continued DLC for the main two factions in whatever form adding maps to multiplayer.

Sea based units, potential for structures off land, for ocean themed maps; DLC - sure.

DLC for futuristic units or a phase set ahead in time, where the arms race has continued.


What about you lot?
Please make sure skirmish stats are recorded like Generals... wins and losses vs. other factions etc... and give us medals like generals had... in game (not steam)... win 500 skirmish, etc.. for those of us who loved the Zero hour experience. RTS games no longer give the comp stomper and skirmish guys there do... everything is about competitive multiplayer but only a certain percentage of players actually do that. Give us a reason for ONE more game... another win... a new rank... a new medal... Zero hour had the perfect formula for success and it's never been done again that I can remember.
Hi. Add superweapon please.
Balance for Air please:
GDF has 2 air, 3 ground and 2 infantry units that can attack air units. And most of them can attack both air and ground at the same time. DYN has 1 for each(except infantry), and air units has to return to the base to reload + they can only attack air and not ground. WTF with this balance?

And it clearly doesn't make any sense to make some units possibile to reload in the Air out of nowhere and some need to return to the base to reload - why can't they just take their ammunition from the same source - out of nowhere? Either make all units to have this magic ability or make all return to the base?
Could you add something like testing polygon to the game, where players can test how different units behave against other units?
some more suggestions:
- when I click and quickly drag mouse from any button in game UI like air strike - it's not getting selected (I was so confused with it at first) - please fix it it's so annoying
- please nerf stealth ability:
a) invisible heli flying over your base should not be possible, as the enemy can just hijack your base(at least make construction yard detect invisble units in certain area if you want to leave magical ability of hilecopter flying all over you base invisible; or impossible to hijack construction yard);
b) Invisible air and vehicles sound like a migical ability, either make it impossible(only infantry can be invisble) or make only 1 vehicle in big area possible to be invisible, otherwise enemy after getting Ambush Protocols can infiltrate your base with like 10 Scramblers and just throw tempest chaff at you(it also sound like a bug to me - cause Scrabler essentially attacks you with tempest chaff but his stealth ability doesn't go away )
c) DYN cannot counter Scrambler with Ambush Protocols as he has too big distance of attack and there is no way to detect it, even if you try to use something like Salvage van or Dragofly to detect it you will be destroyed as Scrambler attacks both ground and air. Structure's Stealth Detection should work on a bigger distance than invisble unit can attack otherwise it's not playable, and not making any sense to build e.g. Sensor Array cause scramble can just destroy it from a distance that is 2 times more that it can detect

Please make some adjustments, thank you!
Veti
Replay
Map editor
3v3 4v4
Fix multyplayer
โพสต์ดั้งเดิมโดย nik_trix:
Balance for Air please:
GDF has 2 air, 3 ground and 2 infantry units that can attack air units. And most of them can attack both air and ground at the same time. DYN has 1 for each(except infantry), and air units has to return to the base to reload + they can only attack air and not ground. WTF with this balance?

It is not about the ammount of available anti-air units. The point is, if Dynasty has effective anti-air units in practice.

The factions do not need to be symmetrical.
More (asymeytric) Maps
Map/ Mission Editor
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กำลังแสดง 1-15 จาก 33 ความเห็น
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วันที่โพสต์: 4 ก.พ. @ 12: 02pm
โพสต์: 33

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