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TuefelHundenIV Watchman of the Apocalypse from Wandering Relationship Status: [TOP SECRET]
Watchman of the Apocalypse
Oct 20th 2018 at 9:18:55 AM

An alternative would be a power storage option similar to Tiberium Silos. A few games let you build up storage facilities and bank excess power and other resources.

That gives you more strategic options and gives you surge capability in terms of production or emergency use.

Edited by TuefelHundenIV on Oct 20th 2018 at 11:19:46 AM

"Who watches the watchmen?"
Oct 20th 2018 at 7:43:21 PM

Personaly I don't agree with power partitioning as it would change the formula and tactics way too much, as far as command and conquer goes your power grid is your bases vulnerable spot, it is what you go for to cripple an opponent completely and what you must protect at all cost.... lessening the impact removes that.

TuefelHundenIV Watchman of the Apocalypse from Wandering Relationship Status: [TOP SECRET]
Watchman of the Apocalypse
Oct 20th 2018 at 8:29:57 PM

Lessening the impact wouldn't remove it. You still need to protect your power plants. You could only afford to lose so many before you are out of luck.

Supreme Commander still requires that you protect your power and ore supply. The more severely impacted your power plants the more likely you are to go down to a single push, coordinated strikes, or even air raids.

"Who watches the watchmen?"
SgtRicko from Guam, USA Relationship Status: Hounds of love are hunting
Oct 23rd 2018 at 7:24:33 AM

Earth 2150 had a real simple solution to all of that.

Power plants whose grid radius connected would share power, whereas a power plant built away from the base would only have the power provided by itself. They also had power transmitters, whose sole job was to extend the power grid, but they didn't provide power themselves and were very fragile (and thus very obvious) targets. And yes, you could even manually shut down the power plants if you wanted... though, no good reason for players to ever take that action did appear in the game, from what I saw.

Edited by SgtRicko on Oct 24th 2018 at 12:24:49 AM

Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
MajorTom Eye'm the cutest! Relationship Status: Barbecuing
Eye'm the cutest!
Oct 23rd 2018 at 7:44:10 AM

Personaly I don't agree with power partitioning as it would change the formula and tactics way too much, as far as command and conquer goes your power grid is your bases vulnerable spot, it is what you go for to cripple an opponent completely and what you must protect at all cost.... lessening the impact removes that.

Not only that, but from a strictly gameplay perspective the "partitioning" talk sounds like tedium. Something to do and manage instead of managing the battle or your resources.

I can understand the tactical implications, but I don't see much in how it can avoid becoming tedious.

"Allah may guide their bullets, but Jesus helps those who aim down the sights."
amitakartok Relationship Status: Don't hug me; I'm scared
SgtRicko from Guam, USA Relationship Status: Hounds of love are hunting
Nov 13th 2018 at 6:28:20 AM

Not really. It was purely in the concept phase, Specter probably didn't even have the chance to begin coding the game, and nor do I even think he would've been up for the task.

If what he was saying is true, then he was planning to make a version of Renegade where the AI had the flexibility of Deus Ex NP Cs, the base-building mechanics of the C&C RTS games, along with a campaign and the other challenges that would bring along. No developer even today has tried something that insanely daunting due to all of the AI hiccups you'd run into... notice how the Battlefield games haven't bothered with adding in multiplayer bots, or how predictable the bots were in the previous-gen Star Wars: Battlefront games?

Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
Redmess Redmess from Netherlands
Redmess
Nov 14th 2018 at 11:56:48 AM

The previously announced project turns out to be a remaster of the first games of the series. This just includes the first two games, though. A far cry from a previous remaster that included no less than 10 C&C games.

amitakartok Relationship Status: Don't hug me; I'm scared
Nov 14th 2018 at 2:05:53 PM

HOLY SHIT.

PETROGLYPH ARE DOING THE REMASTER?!

JESUS FUCKING CHRIST.

VutherA Thank you, Monty Oum. from Canada Relationship Status: watch?v=dQw4w9WgXcQ
Thank you, Monty Oum.
Nov 14th 2018 at 2:07:58 PM

I would still assume EA will desperately find a way to ruin any nostalgic excitement anyone has for the remaster.

Nov 14th 2018 at 4:06:03 PM

I hope they make some QOL changes such as allowing multiple units to be created in a queue and maybe iron out some kinks and tone down the difficulty in some areas.

Don't think they'll be able to rebalance the games proper though; the Soviets will almost certainly stay superior to the Allies in everything but the water.

amitakartok Relationship Status: Don't hug me; I'm scared
Nov 14th 2018 at 4:29:46 PM

C&C was always unbalanced.

Nov 14th 2018 at 7:20:11 PM

It was at its most unbalanced in the early games. The Allied units just sucked in every way compared to the Soviets, sans the Navy. Red Alert 2 made things a bit more balanced in making the Allied army actually viable. Red Alert 3 was the most balanced, providing all armies with a respectable air force, not just the Allies.

IncognitoNinja IT JUST WORKS. Relationship Status: Complex: I'm real, they are imaginary
IT JUST WORKS.
Nov 14th 2018 at 8:52:31 PM

I would still assume EA will desperately find a way to ruin any nostalgic excitement anyone has for the remaster.
While I'm looking forward to see those old-school C&C games work on Windows 10 on a second-gen Ryzen rig (in HD!), I'm not looking forward to installing Origin just to play the remastered C&C games despite the promise of "no microtransations". (BTW, how rampant does the Origin launcher advertise stuff?)

I hope they make some QOL changes such as allowing multiple units to be created in a queue and maybe iron out some kinks and tone down the difficulty in some areas.

Don't think they'll be able to rebalance the games proper though; the Soviets will almost certainly stay superior to the Allies in everything but the water.

Funnily enough, you can use Soviet Missile Subs as anti-air units with the use of the "Guard" (default: "G") hotkey. (I've seen them shoot down Allied Apache helicopters that way.) Also, using the "Force Fire" ("Ctrl + left click") hotkey when targeting near enemy naval units and hoping that the Missile Sub's Splash Damage...err...damages the enemy naval unit. (Though it's probably better to just use regular Attack Subs in naval engagements.)

That being said, perhaps they can make the "multiple unit queue" tied to how many Barracks/War Factories/Naval Yards/Sub Pens/Helipads/Airfields/Kennels the player builds.

Also, an "Unholy Alliance" mode (though admittedly hard since the Allied and Soviet MCVs graphically look the same) and "Re-Deployable MCVs" for Red Alert.

Edited by IncognitoNinja on Nov 15th 2018 at 12:56:32 AM

"Learn as if you will live forever, live as if you will die tomorrow."
SgtRicko from Guam, USA Relationship Status: Hounds of love are hunting
Nov 14th 2018 at 11:17:42 PM

[up]Virtually no advertisements I can think of until you enter Origin's "storefront" proper, in fact its generally pretty low-key from my usage. Only annoyance is how unlike Steam or Blizzard it has a habit of frequently forgetting your username and PW login (especially after updates to the client), so get ready to either remember those details or write them down somewhere.

And... I'm cautiously optimistic about this announcement. A lot of people are either going to get a rude awakening and realize how outdated and unbalanced the first two C&C titles were, both in online play and during the campaign. Seriously, the later missions are gonna drive people up the wall in terms of how much bullshit the AI was capable of back then. And even more worryingly, I don't consider Petroglyph to be the best choice. The last game with decent polish they released was Grey Goo, and afterwards both 8-Bit Armies and Forged Battalion were major letdowns with serious oversights in basic RTS UI design and competence. Seriously, GDI and NOD from Tib Dawn somehow managed to be MORE complex and balanced than the Sentinel and Renegades factions from 8-Bit armies, despite the latter being clearly inspired by the former!)

Personally I was hoping RA 2 or Generals would've gotten a remaster, but oh well.

Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
MajorTom Eye'm the cutest! Relationship Status: Barbecuing
Eye'm the cutest!
Nov 15th 2018 at 6:42:20 AM

Would these remasters still support INI modding? I would hope so.

More importantly, would they fix the "glitch" (really feature/unintended/unforeseen consequence of sorts) where arcing projectiles such as the Cruiser and Artillery become horrifically useless at/near their maximum ranges because they always overshoot their targets that far out?

"Allah may guide their bullets, but Jesus helps those who aim down the sights."
SgtRicko from Guam, USA Relationship Status: Hounds of love are hunting
Nov 15th 2018 at 8:56:59 AM

[up]No word yet - all we know is that some of the old Westwood team has been hired to remaster the first two C&Cs.

The question is going to lie in whether they decide to go for merely a graphical upgrade while using the same underlying engine (basically what the Halo: Combat Evolved Anniversary Edition and SC 1 remaster did), or actually reinvent the wheel and design it from the ground up with a focus on fixing what was broke and modernizing the older aspects. A rebalance, maybe even re-designing a couple of units would be even greater - namely the M.A.D.D. tank, Radar Jammer and Mobile Gap Generator. Those three vehicles were over-specialized to the point of uselessness.

I hope Petroglyph has the guts to do the latter, but I doubt they're honestly up for it. That implies an expensive, lengthy project, even if they already know what they're aiming for is to just recreate everything, but better. But for the sake of optimism let's hope they do, because it means they can remove so many old ridiculous issues both Tib Dawn and RA 1 had.

Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
amitakartok Relationship Status: Don't hug me; I'm scared
Nov 15th 2018 at 10:23:35 AM

I don' know about you but for me, one thing I definitely want to be fixed is the AI's behavior. I mean, do I want it to attack my base? That goes without saying. Do I want it to defend itself if attacked? Ditto.

But what's the point of amassing two dozen infantry units at the barracks who do literally fuck all until aggroed, at which point the AI starts crapping out soldiers faster than I can kill them? If it has the cash to do that (and thanks to the harvester cheat, it always has), why the hell wasn't it doing that already? Why do I have to poke it in order for it to actually do something and why does it stop the instant I'm not doing it anymore?

That, and I most definitely want the minigunners' absurdly high damage against armor fixed. I mean J.C., those guys have higher DPS against tanks than the actual anti-tank infantry and can casually kill their own value in vehicles before even thinking about dying! What's the fucking point of even making any tanks if I can spend the same value on infantry and get a nigh-unstoppable blob that gives zero fucks to anything short of flamethrowers and artillery costing several times as much to have enough to stop them? Because if you have six $100 guys and a single $600 artillery, the artillery can't kill them all before they kill it.

Edited by amitakartok on Nov 15th 2018 at 7:28:12 PM

SgtRicko from Guam, USA Relationship Status: Hounds of love are hunting
Nov 15th 2018 at 3:32:12 PM

I recall the minigunner infantry being waaay too easy to stop. Just had to drive a few tanks into their blob if they were human players, you'd usually get some roadkill that way before the player could react. But versus the AI, you WANT them to mob: the comp's too good at scattering and breaking up when the threat of being run over exists, which also has the side effect of making them harder to kill with artillery and explosives.

For me was the mobs of grenadiers and Tesla troops that I was afraid of, those guys could kill any ground target crazy-quick if massed.

Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
Nov 15th 2018 at 6:36:28 PM

If they do fix it, I hope the AI going insane when it's harvester is attacked remains, but at a very rare chance.

MajorTom Eye'm the cutest! Relationship Status: Barbecuing
Eye'm the cutest!
Nov 15th 2018 at 9:25:11 PM

^^ I hated using blobs of grenadiers and/or flame troopers. One stray well placed artillery round or bombing run from the parabombs (in RA) and BOOM goes half your blob or more in a single hit. (And the rest get really beat up by the ensuing chain reaction.)

"Allah may guide their bullets, but Jesus helps those who aim down the sights."
Redmess Redmess from Netherlands
Redmess
Nov 16th 2018 at 12:30:52 AM

I imagine the "wait till poked" thing with the AI was done so the player would have some breathing room to build their base. Since the AI is a cheating bastard, it could easily just overrun you right away if it didn't wait until you were actually feeling ready to attack.

SgtRicko from Guam, USA Relationship Status: Hounds of love are hunting
Nov 29th 2018 at 6:58:52 AM

For those who wondered just why was it that EA and Tencent decided to create that Chinese P 2 W abomination called Red Alert Online, here's a video explaining just why is the game so heavily influenced by RA 2's aesthetics and the history behind it.

TL;DW version? a RA 2 bootleg mod that added in an overpowered and poorly balanced Republic of China faction (which in itself stole assets from other mods - oh, the irony!) by pure luck made it big in Chinese internet cafes, largely due to being the most polished RTS experience they could get their hands on for free in the early 2000s until the Great Firewall eased up a bit and more newer products such as Starcraft 2 started showing the Chinese community what a game with greater balance and polish could achieve. Even stranger, some folks in China actually believe the modded bootleg was an actual expansion released by EA, resulting in a lot of confusion when RA 3 was finally announced and EALA's marketing team started interacting with the Chinese community.

Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
SgtRicko from Guam, USA Relationship Status: Hounds of love are hunting
Dec 19th 2018 at 11:39:47 PM

A small update came in from the Petroglyph team assembled to create the Tib Dawn and RA1 remaster.

The post doesn't disclose much in the way of juicy info. Only stuff that can be confirmed as new is A) this is a Remaster, not a Remake, and B) they just began development in early December, so they have literally nothing to show off yet.

Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
Dec 20th 2018 at 1:38:02 AM

I just realized something. Since an official remastered is coming out soon, where does that leave OpenRA, the fan project that allows gamers to run Tiberium Dawn, Red Alert 1 and Dune 2000 on modern P Cs?


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