It was nice while it lasted fortunately I’ve managed to upload a bunch of stuff to its more wiki friendly copy
If you want to get in on the action
What's on your mind?
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POLL
It was nice while it lasted fortunately I’ve managed to upload a bunch of stuff to its more wiki friendly copy
If you want to get in on the action
I got an idea that fits the Cult. Which is based on stolen technology units from Mental Omega.
The Smugglers Den contains powerful upgrades with eight technology branches. But they can only buy said upgrades once their Apothecary infiltrates their opponent's base. The reason behind it is that the Cult is stealing their opponent's technology and reverse-engineer it to use it against them. The branches representing the factions they infiltrated, including their own. It even fits with the name "Smuggler Den".
Due to this, each of the branches contains upgraded built to specifically counter the opponent their facing, meaning normally they would only go through one tree. Maybe even produce one or two specific units (like infiltrating the ARVN would give them a unit based on the Black Hand)
NOTE: These are meant to counter their opponent so they will be rather specific (and will likely be ineffective if they somehow face a different opponent) and overpowered (since they are meant to punish an opponent who is not vigilant)
ARVN: Not sure yet. But it involves napalm and maybe air superiority. If units are allowed then possible one based on the Black Hand (unit and/or faction in Tiberium Wars).
Reservist: Gives the Cult powerful AA weapons and/or aircraft. And maybe even gain access to Allied vehicles.
NRA: A lot of artillery and garrison-clearing weapons. And using both scrambler weapons and necroscience, possibly with units that are a nod (rimshot) to the Brotherhood cyborgs.
Vietcong: Stealth detection up the wazoo. And possibly Soviet vehicles.
PLA: Anti-horde weaponry and cloning. And possibly units that use nukes.
GLA: Similar to the Vietcong (here is where you put your suggestions). And GLA units not in Paradox such as the rocket buggy.
II: Anti-vehicle weaponry, similar to the Tank Destroyer Tactics in COH. Including a unit that could be based on the RA2 tank destroyer.
Cult: Tools built to counter themselves. And (I'll admit this may be out of line) a true mind control unit like the Mastermind.
So, @Metaltooth, @SlimTheSlick, @Daedalusfan300, @LtGenJackGranger, and @Weirdo4ever. Thoughts.
When I look upon tv trope (fun fact: That was how I found out about Paradox). I saw that the allies had an anthropomorphic Athena Cannon named "Athena-Tan".
Can someone explain to me where that came from? Since it's not on the wiki. (preferably someone who saw the original wiki before it went under).
And I would also like to hear about other cut units that are now only mentioned such as the Syndicate Cerberus tank.
The title says it all. Add a tab in the faction navbox for units that were cut, such as the chinese Gong Tank and syndicate Cerberus.
Just curious, what drives ya'll to maintain this wiki? The mod is dead and gone with no hope of revival, even before it properly got off the ground.
It's been a long time so I think we should revisit it.
What should be the gimmick for the Cult Radio Station and/or Smuggler Compound?
I think it was said before but I had forgotten, and the thread where it is is rather large.
I'm open for anything but to recap, to avoid overlap with other minor factions.
ARVN: MACV Compound where kills are used to call in protocols/reinforcements
Vietcong: Split between either supporting the Vietcong, making their conventional units stronger or the NVA, letting them spam reinforcements
Reservist: An airfield that basically works like Strategy Center from C&C Generals
II: Basically give boring, if useful, upgrades
GLA: Black market where you can get a total of eighteen upgrades but can only choose six
Blue China: Consulate district where the Blue can gain a myriad of reinforcements and upgrades
Red China: Use the Hellpit to choose between spamming loads of units to aggressively charge or making a smaller, but tougher, mechanized force
Just a few uncompleted entries for the Blue China wiki pages:
Blue China Page Background: The Three M's and Entrenchment Campaign
Blue China Page Consulate Relation Choices: Confederate Revolutionaries, Mediterranean Syndicate, International Inc, Cult of the Black Hand
Blue China Page Deathmatch Protocols: Syndicate, International Inc, Black Hand
I know this is not related to Paradox but I propose that once we have done enough groundwork on this wiki, or at least enough where major updates, like the rising tension articles, are few and far between, We can start reviving the echo production backup wiki, like we did here, though I'll admit we'll have even less material to salvage and would likely have to make new lore and stats.
Of course, it doesn't have to be now, or at least the updates there don't need to be huge, and maybe we can start the revival on Echoes next year. But I hope that the Echoes Production backup wiki can be brought up to the same level as this wiki.
@Metaltooth correct me if I'm wrong but isn't Rising Tensions a separate thing from Revival? I thought Revival was finishing things up and I was doing Rising Tensions as a sort of glimpse into the Road Ahead.
The premise is simple. I feel that the watercrafts in the minor factions are too bare-bones, especially in MFDM.
I'll admit that I don't know how much water, or even if there is any, on MFDM maps. But if its enough for naval combat then that part would be extremely boring, since at best the minor factions amphibious units and aircraft fight alongside their army of single vessels.
I'm not asking to put in enough naval units to rival the main factions. But maybe one or two more watercraft to make MFDM naval battle more exciting.
With that I have some personal suggestions:
GLA: A "submarine", made of a metal tube with a window and engine welded on it, that acts as a scout and/or anti-air sub. whose ability is to suicidally charge at their enemy and explode, like the Yari in vanilla red alert 3.
Blue China: A bombardment ship that uses the Silkworm Missile Pod
Vietcong: A ship or submarine that has an incredibly large cannon. Either disguising itself or staying submerge until they get in range and fire, its shot easily killing most vessels and structures but its range is short, before escaping retaliation
Unless of course MFDM was never meant to have naval combat. In that case nevermind.
Seeing as the Minor Faction Economic Structure Gimmick thread is pretty much full, I have taken the liberty of creating this page. On the docket is the split within the GLA with the old more idealistic Old Guard who are stuck within the old ways and aren't embracing the changing times in Paradox: Rising Tensions. Secondly you have the GLA reformers who are much more pragmatic about getting the occupiers out of their country and are willing to use all sorts of acquired trinkets to do so. Lastly is the subject of a GLA Naval Vessel, I propose something between a skiff and a cutter as it would fit their theme.
@Metaltooth @SlimTheSlick @Ssbob90 @LtGenJackGranger feel free to provide input.
I think we should split the Red Chinese choice even further.
As in they only get NK reinforcements only if they choose the Communist allies branch from the Hellpit. And if they choose to worship the Hellpit instead they won't get any reinforcements, since I think the NK would be disgusted and refuse to help what are basically cannibalistic madmen, but in turn they gain three new protocols, all built for offense or buffing their horde.
Protocol ideas:
Propaganda Spotlight/Chosen One: Basically the ability of the same name from ROTR. With the targeted vehicle producing its own hoarde bonus, healing itself, and buffing surrounding Red Chinese.
Kamikaze/better name: Call in a squadron of Mig Nine, filled with Jade explosives piloted by fanatics, who crashed their planes, as their basically piloted missiles.
Third one: Not sure yet. But I think it should be dedicated to providing anti-air support, since they don't have interceptors. Maybe calling in a swarm of Mig Nines or creating a cloud that damages aircraft.
Since the minor faction eco is pretty clogged up, I'm moving any discussion on Reservist here.
The subject here is simple. What should the GPS uplink doctrine branches be named and what their buffs are. What/how many reinforcements should the Supply pad supply, outside of the Recon Team and Black Eagles, should they have upgrades or not, and what should their naval unit be?
For my idea on the vessel. Basically the Destroyer from red alert 2, with its ability being to send its small helicopter(or UAV) to drop bombs/depth charge on either enemy vessels or ground units, allowing it to attack vessel farther away and provide shoreline support. With its heroic upgrading its cannon to a Spectrum beam and the helicopter to either having its bombs upgraded with napalm or cryo or with anti-air weaponry, to defense the vessel from aircraft.
What it says on the tin, after talking with some people on @JurisDocta 's discord I think that an effort should be made to make sure this wiki stays up and to start marking "Paradox Revival" content as such to avoid confusion for anyone who wants to start making their own things.
I’ve heard thrown around that the branching upgrades specifically for the Hellpit and the upgrades of the MACV Compound are going to have visuals tied to them. Are we gonna extend that to all the Minor Faction Economic Structures, and should there be a page like the Confederate Visual Upgrade ideas?
Seeing as the pages with Psychics are now locked, we are gonna have to get this out of the way in order to not tear this wiki apart. On the one hand there is the argument that the Black Hand was left unfinished, and that psychics are an established part of Paradox Lore, so connecting the dots is possible. On the other there are those who argue that making them Psychic upsets the general balance of power, as they are supposed to silently tip the scales with conspiracies, and not pyrokinesis. I am gonna try to remain neutral throughout this though.
Reading about the new undead blue Chinese units reminded me greatly of the stalkers from Mortal Engines, and I though a cool concept could have been for an ex-commando from the KMT to have undergone a special type of resurrection after a failed mission in an attempt to not only make him far stronger, but to also keep him from becoming mindless.
The procedure worked, and he would return to the front to keep doing his job, until the bombs fell, upon which he realized that his officers were gone, and he became a wandering assassin free from anyone's rule, and operating on his own twisted instincts and personal orders. He would be sort of like a Blue counter part to the red lotus, in that he is a near mythological figure that may or may not still stalk the wastes doing stuff. What do you all think
With the blue chinese getting their consulate district and red chinese getting their grinder, though that one needs expanding. What would the other 6 have?
ARVN: I put this up. An airpad that periodically drops supply by cargo plane, the the one from generals. With its ability allowing the ARVN to call in Allied airstrikes. Though I would like to hear other ideas
Vietcong: A smuggler tunnel. Gimmick still in developement
Reservists: Something linked to the Allies
II: Something that involves selling and making contracts
GLA: The Black Market is already there. But what should it do?
Cult: What could the Smuggler Compound do? I'm thinking of fusing it with the Radio Station, since the Cult will have reinforcements.
I must say, the Huntsman as a concept is a neat idea born of trying to figure out a way of trying to repurpose the idea of the Multigunner Copter in a new way:
But it runs into a problem that it would appear that not many have thought about...Should Minor Factions be able to construct defenses? Now, that might seem like an odd question to ask...But let me explain. Being able to construct defenses is a powerful thing in a RTS, it allows you to set the pace of a battle while also freeing up assets that would normally either have to be out on patrol or defending an area from assault. Not to mention acting as an Early Warning system to enemy incursions and sneak attacks.
Now International Inc is currently unique in that they can construct a Unit that's able to construct Defenses on Site, the problem with that...Especially when Minor Faction Deathmatch is involved, is the fact that other Minors have to make do with Pre-Placed Defenses that can't ever be replaced should they go down. Trust me...I checked, since that's how I discovered that both the ARVN and VIetcong were supposed to get Expansion Vehicles that would allow them to construct the Ore Refineries they need to rely on in MFD.
Nonetheless, this leaves quite the Power Imbalance when it comes to II in MFD, as I'm sure you can imagine. You see, when me and Metal were designing the possible Defenses for the various Minor Faction they were designed to try and fit both within the Balance of the already designed Rosters of the Minor Factions while fitting their Lore as decently close as we could for the ideas. But one important thing we designed them for...Was based on the idea of Minor Faction Deathmatch and the apparent fact that Defenses aren't replaceable in gameplay, with them being posted around the various Maps as a way of...Drawing Lines the Sand and helping minimize early game rushing to prevent Snowballing, as was the case with earlier experiments in Minor Faction Gameplay which relied on a system of capturable Flags in which resource income & technology are linked to.
So what do you think should be done? Personally I must admit...It does feel like a sort of waste for the ARVN & Vietcong Defenses to not be buildable in any capacity, not even outside of Minor Faction Deathmatch. I could definitely see the uses of both designs for even the Major Factions, given they could fill in gaps in factions Defense Rosters.
But I'd definitely love to hear all of your thoughts on the matter.