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Renegade Mod Idea

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Mar 15th, 2015
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  1. Renegade New Mod Idea
  2. I. Edits of Existing Renegade Gameplay
  3. II. New Building – Control Center
  4. III. Buildable Support Structures
  5. IV. New Explosives
  6. V. Harvester Upgrades
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  9. I. Edits of Existing Renegade Gameplay
  10. • Snipers will have a hip-fire spray. Scoping works as normal, but firing from the hip (unscoped) is now rather inaccurate. The new sniper hip-fire will randomly choose a spot to hit within a range twice as large as the original Renegade reticle. The sniper rifle has a tracer in this mod as well.
  11. • Mobile Artillery now has a 1.8 second reload time (20% increase from 1.5 seconds).
  12. • MRLS rotating turret.
  13. • Stealth activation and deactivation modes. 5 seconds in deactivation mode for every 30 seconds in activated stealth mode (for stealth tanks and SBHs). Shown by a bar near the hud. Deactivation mode begins as soon as a player: purchases a SBH or enters a stank; fires with a SBH or stank (starts when firing has ended); or the 30 seconds of activation mode runs out.
  14. • Railguns and PICs both do 75% of their current damage to infantry.
  15. • Rocket launcher hip-fire spray similar to that of the sniper. Smaller zone of randomized firing, but the rocket launcher is not as accurate from the hip.
  16. • Rocket launcher heat seeking missiles. Lock onto any tank originally fired at (inside the reticle) to provide for more accuracy against tanks.
  17. • Auto rifles do equal damage at a damage set to that right in between the current Nod and GDI auto rifle damage.
  18. • Improved repair gun does 15% less repair of health + armor per second.
  19. • Every 1/3 of a proximity mine or an anti-tank mine (See IV. New Explosives) that is healed by an enemy = 1/3 of the damage done to the enemy. Also means that they are repairable by friendly units.
  20. • Characters have a backpack that supports a maximum of three weapons and four explosives/c4 (See IV.New Explosives and II. Control Center #1). The four explosives do include timed and remote c4s (does not include proximity mines as only 1 character can use them and they are not purchasable). However, you can discard any c4s or grenades you have (in order to get more), including any your character began with. Weapon drops now become whatever the character died using (still chance of armor or health. No improved repair gun drop). SBH’s can only carry two weapons and three explosives in their limited sized backpack.
  21. • Volt auto rifle has a 30% increased range.
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  24. II. New Building: Control Center
  25. While this building is active, it has three different uses:
  26. 1. Weapon and explosives purchasing. Every team gun that can be used by infantry is purchasable in the Purchase Terminal while this building is active. The cost of each weapon is 115% the cost of the character that the weapon originally comes from. So, for a ramjet, the cost would be $1150. For an improved rocket launcher, it would be $460, and so on (basic infantry weapons cost $100 each). If the infantry structure for either team is dead and your team needs guns, or someone has plenty of credits and wishes to purchase an additional gun to add onto his character’s arsenal, he can now do that. Also can purchase any explosive via this screen as well (See IV. New Explosives). Note that with this mod I did put a 3 weapons and 4 explosives limitation for each character (See I. Edits of Existing Renegade Gameplay). Because of this, you also have the ability to discard any current explosives for free while this unit is active as well (able to do so at any purchase terminals). You cannot buy timed c4s, proximity c4s, or remote c4s, however. Improved repair gun also cannot be purchased. This ability remains active when the power plant is destroyed, but costs are doubled as normal. Only becomes inactive upon destruction of the Control Center.
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  28. 2. Support Structure building ability. The ability to build support structures in pre-determined spots in your team’s base. (See III. Buildable Support Structures). Note: Power plant destruction does disable any future use of this ability, but it does not destroy or disable any support structure already built pre power plant destruction. However, destruction of the Control Center does destroy all support structures built as well.
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  30. 3. Harvester Upgrades. The ability to upgrade your current existing harvester through the purchase terminal (See V. Harvester Upgrades). Dead Power plant doubles these costs, and destruction of the control center disables any possible future use of this ability.
  31. Possible structure image:
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  40. This particular image is from C&C3 (originally EMP Control Center). I was thinking it could be similar in Renegade, but with only 1 door. The height and width dimensions would likely work best if it were about the same size of the airstrip main building. I would put the MCT on the side opposite of the 1 door, with a command bar like thing in front of it (like the power plants have). On the other 2 inside sides I would have 1 purchase terminal on each side. The bars on the top aren’t really necessary unless you think you could work gameplay around them.
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  42. Buildable Support Structures:
  43. III. Buildable Support Structures
  44. With this mod there will be the ability to purchase support structures. With this new map design, there will be 1-4 turret building areas (depending on the variables of the map). In the purchase terminal, there will be a new category to purchase these structures called Support Structures. When you select this category, you will be brought to a screen that shows an overhead view of your team’s base on the current map. On this overhead view screen there will be 1-4 circles in the different spots that these support structures can be built. The spots not already taken by a support structure will be green on the overhead view, and the spots taken will be red. Players can only purchase support structures on the spots not taken (green spots). Players do not have the ability to replace any current support structures, and must wait until the current ones die to purchase a new one.
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  46. 1. Gatling Cannon - $1500
  47. This new turret is designed to be anti-infantry and has 2 chainguns attached to each side. It has moderate accuracy, as it tends to aim behind the target unless the target is running directly at or away from the turret or is not moving at all. Despite its 2 guns, it can only lock onto 1 enemy at a time. Reloads once every 4 seconds of firing.
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  49. 2. Sentry Gun - $1500
  50. A lot like the Gatling Cannon, except designed to be more anti-tank, as it shoots out shells equal to that of a light tank (aims for body). The downside to this turret is that it takes 4.5 seconds to reload each side. It shoots one shell at a time (switches between sides) and has moderate accuracy.
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  53. 3. Small Repair pad - $1000
  54. Smaller versions of the large repair pads already in Renegade. Repair at the same rate but can only fit 1 vehicle at a time.
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  57. 4. Laser Turret - $2300
  58. This turret shoots out bullets similar to the laser rifle. It aims for the body and needs to reload once for every 5 seconds of firing. It is the ultimate turret as it damages any armor. Its weakness is that if you get close enough to it, it cannot shoot at you because of its lengthy gun. Has moderate accuracy.
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  61. 5. Turret - $750
  62. Regular turret now buildable for both teams to use.
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  67. IV. New Explosives:
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  69. 1. Smoke Grenade - $150
  70. Provides a medium sized cover of smoke for 5 seconds upon explosion. Is tossed by the character and explodes very shortly after contact with anything. Effective for tunnel rushing or providing a smoke screen for tank rushes as well. Affects both teams. Limit: 1 per character. Only refillable by purchase of another one.
  71. 2. Sticky Grenade - $175
  72. A small grenade that sticks to the spot it is thrown at. Does 50 damage to any infantry hit (small splash radius + damage as well), and 150 damage for a headshot. Explodes 2 seconds after contact. Also does 50 damage to any vehicle stuck. Does very small damage to buildings and MCTs. Limit: 1 per character. Only refillable by purchase of another one.
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  74. 3. Stun grenade - $200
  75. Grenade that temporarily stuns any infantry unit within a 4 yard radius of explosion. This means that any players in this radius will have both their reticle and hud go offline for 3 seconds. They can still shoot and play normally, just without these functions for 3 seconds. Explodes upon contact. Limit: 2 per character. Only refillable by purchase of another one.
  76. 4. Tiberium grenade - $300
  77. Grenade that provides a small smoke screen of tiberium that will slowly damage anyone inside the smoke. Explodes very shortly after contact with anything. Damage = 20/second in contact. Tiberium smoke stays for 4 seconds before disappearing. Radius is 2/3 that of the smoke grenade screen. Limit: 1 per character. Only refillable by purchase of another one. Cannot damage chem troopers.
  78. 5. Anti-tank mines - $350
  79. Similar to proximity mines, but they do not go off when infantry step on them, but do triple the damage to tanks. Are refillable, but have an anti-tank mine limit of 20 per team.
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  81. V. Harvester Upgrades
  82. Only affects the current living harvester (as soon as one dies it is reset back to a normal harvester). Each upgrade can only be used once per harvester. Any upgrade already purchased by a player for the current harvester will be in grey and unpurchasable.
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  84. 1. 30% Health Improvement - $200
  85. Adds 30% more max health to your team’s current harvester immediately. Does not heal the existing health or armor.
  86. 2. Small Gun Attachment - $300
  87. Adds a small gun attachment (ceiling gun) to your team’s current harvester immediately. Attacks any enemy in its small range of view. Does not shoot at enemy harvester. Cannot be killed off of harvester. Only dies when the harvester dies.
  88. 3. 35% Increased Load - $420
  89. Makes the harvester drop an additional 105 credits per trip to the refinery until the harvester dies.
  90. 4. 15% Speed Enhancement -$300
  91. Increases the speed of your team’s current harvester by 15%.
  92. 5. Purchase New Harvester - $1000
  93. Airstrip or Weapons Factory dead and so is the harvester? Buy a new harvester for $1000. Only can be purchased after the death of your team’s vehicle purchasing building (airstrip or weapons factory). Will come alive in the refinery and start its route to the tiberium field from there.
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