New Mod: The Strategic Mod - Mods Posted by: Transmission on 03-04-2007 @ 12:57 - Source: Project Team
This News Item has been viewed 6,812 times
Kevin AKA spartan262 submitted news about a new mod he's starting. The mod is called "The Strategic Mod" and aims to add more tactical and strategic options and units to the game such as bombing runs and massive invasion.
The mod will also add new units, buildings, commands, maps, and AI's.
The brand-new mod is in quite some need for additional people namely the following:
3 LUA coders
an AI coder
an HTML coder (we need a webpage)
2 texture artists
weapon animator(for buildings)
2 weapon modelers(for buildings)
weapon skinner(for buildings)
2 builders (compiler)
2 sub leaders and forum controllers/ news management (public person/announcer)
game effects artist
2 beta testers
and player modeler
story writer(campaign design and level design)
and last but not least a game developer (game design to help with cool ideas to keep the mod alive after main part is done).
Since the mod will be so big Iíve decided to split into four versions
1.regular-regular will just be supcom and the new units, buildings, and maps.
2. tactical- The basic mod
3.strategic- the super-duper strategy with the new items and maps.
4. reality-makes things more real like the use of infantry and so forth. tanks will be less real and there will be things like digging out and taking cover. There will be things like instakill since a tank usually doesnít survive two tank shells.
Commanders can take and hold strategic locations, gather Intel, use terrain effectively and other elements of battlefield management. The mod will have much larger maps and many new abilities and strategies. The maps will be extremely large maps. So we will be having new strategies such as orbital drops orbital strikes and quantum gates for traveling within the map.
Here are some features we are hoping for:
..Adding more Intel and counter-Intel units and attributes (such as cloaking) already supported in the engine.
..Increasing the value of mass points and hydrocarbon deposits..
..Increasing the value of reclaiming. Patrolling for mass (and protecting those patrols) will be very important.
..New maps with strategic play in mind. There will be more 'strategic locations' such as civilian factories that can be captured.
..More effective amphibious units for sea->land assaults.
.. Flak turrets to do splash damage as a counter to clustered gun ships.
..Bases will be harder to build but capturing civilian and enemy bases will be possible with commanders and supcoms.
.. Teach artillery to 'auto-creep' making large seiges easier.
..Teach units to avoid clustered defense turrets while patrolling (ie, go around them).
..Commander able to fight more effectively and lead assaults. He is no longer just a builder.
.. Better idle unit behaviors. Units will look for things to do rather than 'stand around' (but will also hold ground if ordered).
..Increase the strictness of air-staging requirements to make aircraft carriers and landing pads more valuable.
.. More game types where one team has to guide their units through enemy-controlled territory.
.. Guard towers with audible alarms to help the player detect when vital areas are under assault.
.. More diplomacy options.
..Sub commanders can lead grouped armies and react to changing battlefield conditions. Can be given goals to complete.
..Ability to mark strategic zones on map and set default behavior for units in that zone (eg. guard, land here, build here, ambush)
.. Games integrated into a 'persistent' universe where the results of battles affect a factions overall resources and situation.
.. 'Supreme Commander' mode which allows a team leader to oversee team objectives and allocate resources in allied games.
.. More exciting game types that could not be done in the basic version.
.. Ability to set fixed patrol and attack routes and assign new units to them like how ferrying works
.. Huge space battles between faction fleets. Interplanetary nukes.
.. New assault game type where one team starts with a huge base and other starts with tons of units.
And much more!
you can contact me at email@example.com
we have no website up yet.
A couple of ideas, to make SupCom more realistic you could make it so a Battleship takes 2 minutes to sink, not 20 seconds.... and the Czar takes a while to go down after being destroyed, not 5 seconds lol. Realism!
I would do this myself if I knew anything about modding the game!
i see that the activity on the site is increasing dramatically. thats good. more mods, maps and people to pwn online! btw, nice mod idea, cant wait.
#10 - 03-14-2007 at 04:37
Rivett_Man From: (Scotland) Joined: January 8th, 2007 Posts: 47
is there a website up yet?
#11 - Can i Help in any way - 04-12-2007 at 01:12
lancer2gt From: (San Diego) Joined: April 12th, 2007 Posts: 1
Good luck. Can wait to see the Mod. I would love to help if i can.
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