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Home » General Discussions » Heated Discussions and Debates » Tiberium Redux: Superweapons damage (Like Renegade or like Tiberium Wars???)
Tiberium Redux: Superweapons damage [message #354723] Fri, 17 October 2008 08:01 Go to next message
Omar007 is currently offline  Omar007
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Superweapons insta-kill???[ 24 votes ]
1. Insta-Kill like Renegade 13 / 54%
2. Like Tiberium Wars; some insta-kill others don't, longer range etc 9 / 38%
3. Both 2 / 8%

We (the Tiberium Redux team) has been discussing what we want to do with the superweapons.

To be more specific we were discussing the damage it should do. We could keep it like renegade which means insta-kill all. But some of us (including me) where thinking making it like Tiberium Wars makes it far more harder game and far more exiting. This would mean it can kill Barracks etc insta but will leave the War Factory with some of it's lives.

We ask in public because it is ofcourse a game for you all Razz
so please vote and make a reply Wink

*EDIT. A new option has been added; BOTH
Maybe you want to revote now but as first i just let the votes stand as they are


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[Updated on: Sat, 18 October 2008 01:30]

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Re: Tiberium Redux: Superweapons damage [message #354725 is a reply to message #354723] Fri, 17 October 2008 08:09 Go to previous messageGo to next message
u6795 is currently offline  u6795
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There's a huge difference between C&C3 and Renegades superweapons.. it's almost unfair to compare them in a poll.

C&C 3's Nuke for example was designed to blow up like a ton of buildings, while Renegades can only destroy one unless two are near eachother and very damaged.


yeah
Re: Tiberium Redux: Superweapons damage [message #354757 is a reply to message #354723] Fri, 17 October 2008 11:45 Go to previous messageGo to next message
KIRBY-098 is currently offline  KIRBY-098
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Insta kill.

It takes a lot of money and effort not to mention skill to plant, and keep alive a beacon for long enough to have it go off after navigating defensive structures, snipers and vehicles . (Assuming the opposing force aren't idiots)
Re: Tiberium Redux: Superweapons damage [message #354758 is a reply to message #354757] Fri, 17 October 2008 12:21 Go to previous messageGo to next message
MGamer is currently offline  MGamer
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KIRBY-098 wrote on Fri, 17 October 2008 13:45

Insta kill.

It takes a lot of money and effort not to mention skill to plant, and keep alive a beacon for long enough to have it go off after navigating defensive structures, snipers and vehicles . (Assuming the opposing force aren't idiots)

they are going to kill the bulding but they start doing damange to all the bulding around like 10 seconds b4 the explosion i think


rawr.....
Re: Tiberium Redux: Superweapons damage [message #354766 is a reply to message #354723] Fri, 17 October 2008 12:43 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Maybe have multiple beacons? One that's designed to kill a single structure, another that's designed for more spread damage, but doesn't insta-kill.

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Re: Tiberium Redux: Superweapons damage [message #354799 is a reply to message #354725] Fri, 17 October 2008 16:29 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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u6795 wrote on Fri, 17 October 2008 17:09

There's a huge difference between C&C3 and Renegades superweapons.. it's almost unfair to compare them in a poll.

C&C 3's Nuke for example was designed to blow up like a ton of buildings, while Renegades can only destroy one unless two are near eachother and very damaged.


Well ofcourse it will have a greater range if based on c&c3. It will be completely be like renegade or like c&c3


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Re: Tiberium Redux: Superweapons damage [message #354804 is a reply to message #354766] Fri, 17 October 2008 16:44 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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Cabal8616 wrote on Fri, 17 October 2008 21:43

Maybe have multiple beacons? One that's designed to kill a single structure, another that's designed for more spread damage, but doesn't insta-kill.


Eventually we wanted 1. We do both in test version to look to it but 1 has to become the best.

BETA testers still welcome BTW Razz


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Re: Tiberium Redux: Superweapons damage [message #354806 is a reply to message #354766] Fri, 17 October 2008 18:01 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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Cabal8616 wrote on Fri, 17 October 2008 15:43

Maybe have multiple beacons? One that's designed to kill a single structure, another that's designed for more spread damage, but doesn't insta-kill.


I like this I idea, if not then I would just say keep renegade's instant kill superweapons.


Re: Tiberium Redux: Superweapons damage [message #354838 is a reply to message #354723] Sat, 18 October 2008 01:21 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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I added that option also now. Let see if this is atractive to more people

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Re: Tiberium Redux: Superweapons damage [message #355149 is a reply to message #354723] Mon, 20 October 2008 11:34 Go to previous message
archerman is currently offline  archerman
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it should be insta-kill because when 1 building is left, insta-kill is required to end the game, otherwise it will make all the maps more boring with no exception.



sorry for my English

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