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DimensionStriker

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Posts posted by DimensionStriker

  1. On 6/9/2018 at 11:45 PM, RadicalEdward2 said:

    I feel like with each new C&C tie-in EA sh**s out, the quality gets more and more childish in its in-game aesthetic.

    Its like wheeling out a corpse to parade around every year in spite of how badly decomposed its getting.

    A very morbidly vivid piece of imagery but, what else is there to possibly say about what EA is doing with C&C?

    At the end of the day, at least Konami doesn't own the IP. *cough*Tiberium Pachinko*cough*

    The reason is they think the game fuels people with "command and conquer" mentality instead of peace and love?

  2. On 4/2/2018 at 11:34 AM, Interval said:

    This mode of command is not needed. This is not a strategy, it's a shooter. You do not need to create a strategy from the shooter. Because of your favorite universe, the game can not move forward. You want a top view - play strategy. And we have a completely different game, about shooting.

    Just look at the current player population. How many players do you get? Time to make a change. Change it from a community project into a professional project!

    • Confused 2
  3. It's the correct idea. Even if this game doesn't try it, someone will, or should I say someone is already trying it implicitly?

    Have a look https://www.armormmo.com/ a new project that had very short development history and only recently launched their website, but the money inflow is crazy and even enabled them to use Lamborghini cars as rewards for some game tournament championship events. 

  4. Build stronger story lines to attract more players. Make up time scale, theater stage, organizational reasoning of the factions, and the narratives. For example, if GDI fights NOD in a battle, or GDI and NOD are in collaboration to fight the SCRIN in a battle, players should know about the background information and understand what they are fighting for. Advertise these information and let more players know that Command and Conquer games are not over. Thereafter, improve the graphics, perhaps use a better graphics engine,  make a stronger demo video, and prepare next stage crowd funding campaign. 

     

    23 hours ago, SilentKnight said:

     

     

    Ironie on  : Very friendly for ppl who start playing Renegade, you will have high motivated ppl.

    Like I mentioned, I am only one and dont like the Commander mod. 

    Some ppl like it so np for me that ppl share ideas ( I am out of this Thread :) )

     

     

    Speaking from another perspective, you want a new player to play commander without understanding the capabilities of his units? There has to be some progression, right? War thunder never let me fly the jets when I was a new player but that surely didn't alter the fact that it's a great game. Also, the current build of the game gives each individual player too much power and makes everyone an "easy hero". Pretty much everyone can buy a nuke, sneak into the enemy's base blow it up. This limited the game experience in the sense of both team work and the destructive power of super weapons. A nuke can only blow up one building? You gotta be joking me, right? Three infantries with nuke beacons sneak into enemy base , then the battle is over. Boring? The decision to use super weapons should be an exclusive ability of the commander, and the destructive power of a nuke should reflect more about what a nuke is designed for.

  5. On 3/17/2018 at 7:02 AM, Madkill40 said:

    Commander only gets to see moving red or yellow dots and vehicle icons on the commander overview map as well?

    No it has to be that, the commander can see the actual unit players, not just some dots or icons that represent them. Maybe selecting units should be done by selecting some icons in a menu on the side of the screen, but once selected, the commander should be able to jump his screen view directly above the actual unit player, maybe by a hotkey. To select a unit, left click on a unit player's icon, and then to issue attack order, right click on a spotted enemy or its icon in the top-down view. Give each spotted enemy player a big icon, to make issuing attack orders easy. Not just the unit players, the commander view should also be able to see  the flying cannon shells , the explosions, the flame and the ballistic missle crossing over sky with its beautiful shooting star tail. Furthermore, let the commander build bases like in Commander and Conquer 3 or Red Alert 3 or Command and Conquer Generals so that he can repair, reconstruct damaged buildings, and control electricity consumption of those buildings. Don't let unit players repair  buildings because it makes the game boring and time-consuming for the unit players.

     

    On 3/17/2018 at 8:26 AM, SilentKnight said:

    Commander mode for organized games like PUG or Squad War could be usefull.

    In Pubg less usefull, because its starts with discussions who should be commander and ends up somewhere. 

    Thats my personal thoughts.  :)

    Make more vehicle models. Players earn golden tiberium after each game, and use them to unlock more vehicles or buy vehicle upgrades, like in War Thunder. At the beginning of each round, whoever wants to be the commander needs to pay some golden tiberium. If lots of players are willing to pay then the one with highest vote get to be the commander, on the other hand if no player wants to be the commander then the game randomly selects one. Other moments that can select a commander may be when the current commander quits or the current commander surrenders. In the former case, the game can automatically select a commander from the rest of the players, and in the latter case, the current commander steps down becoming a unit player, with the crown switched to the first unit player who has voted NO to the commander's surrender suggestion. Problem solved.

     

    On 3/11/2018 at 7:35 PM, Gliven said:

    If a top down view were to be implemented. It would have to be restricted in a way that all enemy units and structures are invisible unless scouted by Q-spotting by team mates. There would have to be some sort of fog of war. Unable to use powers in the fow.

    Yes, same as Red Alert and CnC 3

     

    On 3/18/2018 at 3:55 PM, Ryz said:

    I've seen many games decided by choices a commander made. Also it's a commander, not a dictator, so the person commanding should also listen to the team (ofc.).

    Had a game once where someone was commanding and said he was going to buff. We said that he had to wait cause the enemy had 6 flamers around the corner. He chose to ignore this and used the buff. We all ended dead :P While on the other hand we could have used the buff a minute later. 

    Each commander should have public visible "command and conquer victory rate". The more times they do something stupid, the less likely will they be elected in the next time.

  6. The commander view is too FPS oriented. It should be made more RTS oriented. How about give a top-down view for the commanders like in Command and Conquer 3?Then the difference would be that, all the units a commander has are actual players, not computer controlled robots.

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