Article View: alt.games.command.and.conquer
Article #929Re: My Top **30** Ideas For **C&C 2**. - Yours wanted also.
From: bri... Brian Stricherz
Date: Fri, 03 May 1996 00:00
Date: Fri, 03 May 1996 00:00
34 lines
2317 bytes
2317 bytes
In article <4m86oe$9...@news10.erols.com>, Orpheus <far...@mail.erols.com> wrote: >2) Make the HARVESTERS the least bit smart..They're like dogs..Turn >around 3 times..enter the Tiberium refinery.. I especially love it when the harvesters just up and stop. By the time you see them slacking off, you may have missed an entire payload. I am not sure how many people here have played the game Modem Wars. It's about 8-10 years old, but there were MANY features of the game that, still to this day, have not been bettered. 1. C&C sighting is absurd. Just because a unit has traversed an area shouldn't mean that you can see what happens in that area for the rest of the game. In Modem Wars, you could see areas where your pieces could see *at that moment*. I find it frustrating that my usual C&C opponent often takes a quick trip through my base before I have a defense up and can then see my base for the duration of the game. 2. Modem Wars also offered game films. This is great fun. A post-game cigarette if you will. Both you can your opponent could watch a game film with the entire map exposed, or see what you or your opponent saw during the game. Great tool for analyzing and refining strategies. You could also save the game films to relive glorious victories time and time again. 3. In Modem Wars you could also define group formations. In C&C a group is, more or less, a blob of pieces. Don't get me wrong, I love to play C&C. It's graphics and sounds are head and shoulders better than Modem Wars, not to mention there is a lot more variety to C&C. However, there definitely is room for improvement in C&C. Brian Stricherz
Technical Details
Message-ID:
<4md5lh$dd2@cronkite.polaristel.net>Path:
mbox-mo1.pugleaf.net!unknown!not-for-mailReferences:
<3168156d.7138028@news.netkonect.co.uk> <4kdpkc$laj@ankka.csc.fi> <4kjejq$i0q@daily-planet.execpc.com> <317718AF.1AF9@arkon.co.nz> <3180be83.32657636@nntp.best.ix.netcom.com> <4m86oe$9bc@news10.erols.com>Show Full Headers
Complete Article Headers
From: bri...@emcp.com (Brian Stricherz) Subject: Re: My Top **30** Ideas For **C&C 2**. - Yours wanted also. Date: 1996/05/03 Message-ID: <4md5lh$dd2@cronkite.polaristel.net> X-Deja-AN: 152799001 references: <3168156d.7138028@news.netkonect.co.uk> <4kdpkc$laj@ankka.csc.fi> <4kjejq$i0q@daily-planet.execpc.com> <317718AF.1AF9@arkon.co.nz> <3180be83.32657636@nntp.best.ix.netcom.com> <4m86oe$9bc@news10.erols.com> organization: Studio 23 newsgroups: alt.games.command.and.conquer,alt.games.command-n-conq MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit