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SpecOp9

Cti 2003

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Hi guys, I am working on something important to me, and part of it was a new CTI map with many extra things to do.

- new islands "made" for CTI

-Something more along the lines of Command & Conquer: Generals

Extra features I have planned are:

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Commander can build a Circled Radar station and can launch a Satallite into space. A Black Op, can then get to the enemy base and plant a bug.

This allows the commander, or other players the ability to spy on their enemies whenever needed, and can launch special attacks against an enemy base.

The cons, are the opposing team can build a hacking station, and easily trace the signals of the bug, to the Satallite, straight back you your base.

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If Radar station is built, the player can purchase a handheld Radar that can point out usefull things, like enemies, buildings, and can also install cameras/security cameras to spy on an enemy base, or keep a close eye on enemy activity on your own base.

The cons to this, is that when you are killed, you need to purchase a new one. Also, if a enemy picks up your handheld radar, he can hack into it with a hacking station, find the source of it's creation and locate your base.

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You can buy a Hunter, and he endlessly searches for the enemy base until it is found, and reports back to you.

I am still planning more possible ideas

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The reason for these extra technology things, is because the Islands being made are very large, close to the size of Cat Shit One's Afghanistcan map.

Any other ideas would be very nice, but please keep them close to the lines of C&C:Generals.

I am capable of these kinds of scripts (i hope) but I am always open to a helping hand.

Also instead of taking Towns for money, I dont know how that would work in real life combat.

So I wanted to replace that, with a bunch of installations you can purchase, to make money with.

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Quote[/b] ]

Also instead of taking Towns for money, I dont know how that would work in real life combat.

So I wanted to replace that, with a bunch of installations you can purchase, to make money with.

You could also, trying to stay with generals, make areas located all over the map that would have to collect supplies from....some like a independent salvager running back and forth to the supplies and back to a supply center at the base... not to sure how well that would work in a CTI.

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could do,

Another thing that bothers me, is people are often wanting to FIND the base, and be NEAR the base, hopefully I can change it so the enemy base is the last place you would want to be.

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the problem i see with that is you would have to make some kind of script that would if one side spawns one of a set of points (ones close to gether on a sertain part of the map) if would force the opposing team to spawn on another part of the map....with this you may get ppl who play to much or pull apart the missions to see where the enemy could spawn so they could find them easier in the game...(yes as we all know, there are ppl who have this much time on their hands... biggrin_o.gif )

[Edited because i can't spell]

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Quote[/b] ]

Also instead of taking Towns for money, I dont know how that would work in real life combat.

So I wanted to replace that, with a bunch of installations you can purchase, to make money with.

You could also, trying to stay with generals, make areas located all over the map that would have to collect supplies from....some like a independent salvager running back and forth to the supplies and back to a supply center at the base... not to sure how well that would work in a CTI.

I agree with killbox on this.  Having something like ports, oil fields and/or power plants that your team controls (with or without a supply chain moving between them and your base) instead of holding towns for money would add to the realism.  And if you had supply convoys moving between these areas and your base you would have the need for players to protect these convoys and keep the enemy from following them to locate your base, adding a new dimension to CTI as opposed to how it currently plays out.

This would begin to force players to do things other than directly attack the enemy base, though this will surely still happen.  Adding defenses like AA guns might help a little too, but the main objective still seems to be destroy their base...

I also think that the towns still need to hold some form of value even if minimal.

... For the mission we've been working on, we considered creating multiple types of resources (ie. money, oil, electricity, etc.) similar to games like Rise of Nations and C&C...  Using different buildings like powerplants and oil derrects(sp?) that could be randomly placed of the map to add additional objectives (and points of conflict)...

We've also toyed with the concept of having the towns you hold slowly fill with civilians that "work" around the town earning your side wealth.  Something like this brings a more strategic aspect to CTI, creating a reason to not "kill everything in sight". (the more civils left alive when you take a town, the more money your team earns immediately.)  This isn't really how C&C plays though, so i digress... smile_o.gif

...anyway, just some thoughts on the subject...   gtg

Cos.

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CTI kinda blows atm, all people do is build unpenetrable bases with huge numbers of vulcans, persoanlly id prefer it if the bases were got rid of, and all vehicles troops were purchased by radio and a chinook flew em in, to a designated area on map that could be chosen by clicking on map, team wins when it has control of every town, radio can only be used in proximity of a town. I'd think this would improve it firstly because of the uber defense situation and it will add another strategic element to it.

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This is where the F18 Nuke comes in handy =)

The M109 Paladin and 2s19 Howitzer are also great for breaking stalemates.

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