Agent Posted May 25, 2016 Share Posted May 25, 2016 Everybody here has played C&C mode, presumably quite a bit. The game mode certainly has its strengths, but after spending over 1900 hours in-game (either playing or testing), I would like to finally write down what I've concluded are the most significant and fundamental flaws to this mode. Subtractive Gameplay: What I mean by subtractive gameplay is the removal of game elements as a form of progression -- weakening your enemy. In C&C mode the objective is to destroy each of your opponent's buildings, which each serve a particular function. Losing a building greatly weakens a team, and removes content from the game over the course of the game either by restricting purchasable classes and vehicles, or by directly weakening the economy. Renegade X improves on this area by lowering the severity of the penalties (you can still buy APCs on a cooldown after losing a vehicle factory; you can still buy low-tier advanced infantry after losing an infantry factory; you still have some income after losing the Refinery; class costs are increased by 50% instead of 100% when losing the Power Plant), but still continues to rely on this as a bastardized form of progression. Instead of gaining advantages for yourself and becoming stronger, the focus is to inflict disadvantages and make your opponent weaker. As a result the game frequently devolves into prolonged stalemates where players don't know what to do because there is nothing either team can do. Surrender and map change votes only help when all hope is lost, which happens because... Recovery (Counter-Subtractive) Mechanics: Renegade doesn't have any recovery mechanics at all for buildings. Any death is a form of subtractive gameplay and should be recoverable, just as a lost tank or infantry can be repurchased. In RTS games where buildings are destroyed regularly, you can replace them and continue progressing towards your goal of defeating the enemy. These simply don't exist in Renegade. Since we have static buildings (they don't disappear when destroyed), the only practical way of implementing this would be to make buildings directly recoverable (such as through a mandatory team-wide economic penalty until the building was rebuilt). This would help resolve the aforementioned situation where there is nothing a team can realistically do, because now the team can not only recover from their setback, but they can actively work towards that goal (i.e: gather and contribute funds to the project). This would add something that Renegade also lacks... Tertiary (Active) Objectives: With "destroy the enemy base" and "defend your own" being the primary and secondary objectives respectively, there are very few tertiary objectives. In Renegade there are 2 tertiary objectives you can accomplish -- capture the Silo (additive objective), and destroy the enemy harvester (subtractive objective). This forces players to focus on the primary and secondary objectives, which eventually becomes dull and players begin to feel like there's nothing they can really do because there is nothing else they can do to support their team. With additional tertiary objectives, players have more to fight over and field control becomes more important (one example of a possible objective might be "destroy the Scrin Mothership", and give the killing team some sort of damage upgrade such as rail gun technology). Examples of tertiary objectives in other games might be the Dragon and Baron in League of Legends, leveling up and gathering items for your hero in WarCraft 3, or Wonders in Civilization. Each of these games implement additive tertiary objectives, which is what Renegade needs in order to create more... Additive Gameplay: What I mean by additive gameplay is the introduction of game elements as a form of progression -- strengthening your team. The only forms of additive gameplay are passive economic growth, and the Silo (which further supports passive economic growth). Veterancy (which can be passive or active, depending on implementation) is being worked on, and is an example of an upcoming additive gameplay element. Additive gameplay includes additive-type tertiary objectives (active progression), as well as any other additive progression (such as passive progression). Since keeping players engaged is important, additive gameplay is most commonly implemented as tertiary objectives, because it forces players to actively participate in the game and creates contest. Other forms of additive gameplay might be base building or tech trees. There are other flaws in Renegade of course such as unintuitive mines, little death penalty (short spawn times), or lack of a continuous gold sink ("what do I do with the 20k credits I've accumulated on Islands!?"), but this list covers what I believe to be the most fundamental issues that should be actively avoided in other games / game modes. Ultimately this can be summed up as "stalemates happen because there's nothing to do except camp". I've also discovered that the Tiberian Sun soundtrack isn't too bad to listen to while writing ( ).That's my rant of the day, Jessica Quote Link to comment Share on other sites More sharing options...
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