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Everything posted by roweboat
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@boxes I understand your point regarding the "flexibility" of the current system. The potential for creativity with the mines and know how they can be used is interesting I agree. But really I only know of a few active players who understand to take advantage of this. I've been playing the "C&C mode" for nearly 15 years. I "get" how the mining works. However, I question although it is an interesting system, is it too complex for a broad appeal? I'm trying to look at it from a point of: Would simplifying base defense make the game more approachable and/or would it fundamentally change how the game is unique? Or could simplifying the base defense system, allow for other aspects of the gameplay to be improved or evolve somehow? To me, I see that proximity mines = base defense, is akin to how snipers became the Anti-Air in the game originally. Westwood just couldn't come up with something better in time. Pun intended here, I urge us to think outside the box lol
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I like the idea of lowering the harvester payload, but I don't think the tickrate should be increased. I'm with those who say "you gotta fight to earn your money, son!".
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The whole idea of infiltration has been discussed at length in the past. Even so far as one point, Havoc & Sakura were rebranded as infiltrators and given 2 timed c4. I think that topic is easily enough for its own separate discussion. I think it's important to note here that basically, this comes down to: How to simplify the base defense system without changing the concept of what it is now. OR should some totally new idea be implemented?
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Yes that's basically what I'm advocating as well. Something that takes the guess work out of it. Leave the guess work for other parts of the game.
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I like the concept. Although it seems a bit convoluted, but less vague than the current system. If doors and ramps are typically the only thing that should "mined", why not make this defense system something stationary or static within or around the building. (such as the laser fences or gun turrets) I agree mining a base usually costs about $350. Lets make it $700 to average out the extra techs/hotwires/people doing the same task. Let's take Field X for example. 5 buildings, 30 mine limit. That's assuming 6 defense points. Per mine the cost is roughly $24. (example Power Plant cost is $144 because of 6 mine use). Other buildings might vary. AGT/ Obliesk usually only uses 3 mines, so defensive mine costs are lower. So instead of an item like a mine; each building has a special PT that allows for buying the static base defense (that would be able to disarmed and destroyed just like mines are now) that costs between $75 - $150 depending on the building. Then proximity mines can be used more freely and create general chaos.
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How is the weather over there? Here its averaging about -5 to -1 C, (23 to 30F). A little bit of snow but its mostly melting.
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I'm using a Logitech G603. Very happy with it. It's simple, easy to configure (has a built in memory, so even if you have to reset your computer, button mapping will stick) and has a magnetic top so if you drop it (I've knocked it off my desk a few times), there aren't any parts that could easily break. Plus its wireless. I mean I'm not ever trying to be a @poibox or @boxes (heck I game on a 55" TCL TV @ 60hz), so its perfect for me. I also use a logitech K800 keyboard
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New Unit: Bugler No weapons, no armor. Only function is primary fire, which plays Reveille. A true hero of the battlefield. Make for April Fools Day. Please and thank you =D
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How about an item. functions like a mine, but instead of doing damage, it alerts the entire team that something is approaching. Give it as an "X" ability for Hotwires & Technicians and only allow one per person.
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I never played online much either. Played like 2 matches of C&C95 and quickly decided after I was barely building a refinery and the other guy was already attacking with 20 med tanks... I had enough lol. I always liked to think of RTS games as a faster paced verison of chess... C&C3 online was pretty cool, again though, I was never very good haha. RTS games online is too crazy for me. I like to keep the movement speed "normal" and take my time building a base then attacking. Regardless I brought up the remasters more to the point if *big if*, EA ever decided to revive the Renegade IP ala Tiberium or some sort of FPS-RTS Hybrid, seems like at least in their current state they're taking the "Sega" route instead of the "Nintendo" route. AKA RenX is safe.
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So I'm sure many of you have heard EA is "remastering" C&C95 & Red Alert. Sounds like Joe Kucan is coming back for it too. I came across this comment on the reddit too. Gives hope for the future of Renegade X honestly =D
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Well I played Renegade back in like 2003-05, then again 2007 for a bit. Also a path beyond and Reborn. I remember reading something about Renegade 2007 being developed and saw some screenshots. Thought it looked badass. And then with it coming out on an engine, my computer couldn't run, I lost interest and moved on. Then like 5 years later, I was just wondering what was going on in the world of Command and Conquer (big fan of the whole series), and eventually came across Renegade X and saw it was in development. I actually downloaded it damn near day 1, but my computer wasn't powerful enough to play and I didn't get the computer upgraded until around the release of Beta 2. EDIT: Wow! I didn't realize A Path Beyond is still in development and just released an update this month. It's a shame they don't want to work on Renegade X instead...
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I knew about this game back since it was still a concept in 2007, but I didn't have a PC powerful enough to run it until Beta 2. Yeah those "UDK.exe has stopped working" crashes after every match were frustrating. [DDoS's and out of memory crashes aint nothin ;p) Then Beta 3 came around and fixed that problem, made some interesting improvements if I remember correctly. (sometimes my memory is shit tho) by beta 4 I wasn't playing much, had sort of lost interest in not many new updates or improvements and life was taking priority in other areas but when Beta 4.5/5 landed with the new tanks and improvements is when it caught my interest again and I've been playing regularly since then. Honestly I do have to thank the Facebook page cuz that's what helped spark my renewed interest in the game (I think it was the teaser for the Wolverine that really caught me)
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Just think if fogdensity was enabled for this classic stephen king movie...
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Seems like fog isn't something to be laughed about.
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wie lange geht dieses Spiele? / how long will this event last? If I don't have any customers I'll be able to join =D
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In those cases I run into the field like a madman as a grenadier or flame trooper until I rank up.
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Typically Try-Out hosts Paradise on his server.
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Has thought been given to using an overview map approach for aiming cruise missile launches? I know that's leaning more towards RTS instead of FPS, but the current aiming with cruise missiles gets downright frustrating. EX: on gdi, are great at stopping arty rushes. but only when they don't see them. the goal is to get the missile right behind their tanks, but the number of times it's accidentally landed on the tank driving right in front of me... or the mountain off in the distance by accident... Some sort of implementation to allow pinpoint aiming on the overview map would be awesome. *** I'd also say that would be a great way to build in waypoints for units to follow (have a physical line drawn on the overview map and then some sort of path also visible for the team on the ground). Coordination would be clear and would eliminate the need for the commander to lead the charge. (ala exactly like Tiberian Sun and I'm sure many other games)
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I don't really remember anything about Jelly, but I did rock Renguard hardcore. That was dope.
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Yeah I had the same issues. It's just some bug with the 32-bit version. Playing it at 4k only works reliably on 64-bit version =D
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I vote option #2 =D
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I think the warnings for it are fine. Yes I'm sure a "real" cruise missile would be quite a bit louder. but it doesn't need to be deafening. I guess I'm fine with GDI having an OP Missile, but perhaps for variation, Nod should have something different? Like chemical/tiberium missile - does less damage on impact but more over a period of seconds or a cluster missile - less damage at 1 point but has a wider spread than cruise missile.
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I agree. Even with the added "only 1 cruise missile at a time" rule. I still feel they are overpowered. And although I'm sure well-intentioned, out of place perhaps. I think all other commander powers are great and have fair uses. But still my thought stands that the cruise missile gives too much power to a single player. The Commander mod should give that person LEADERSHIP power, not COMMANDO power.
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Hmm true. It's probably just my nostalgia bias wanting maps exactly as the way they were in OG Renegade lol