Article View: alt.games.command.and.conquer
Article #936Re: My Top **30** Ideas For **C&C 2**. - Yours wanted also.
From: Christopher Tong
Date: Mon, 15 Apr 1996 00:00
Date: Mon, 15 Apr 1996 00:00
68 lines
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3833 bytes
Aidan Pryde wrote: > > In article <4ke0to$i...@elf.wang.com>, "Roger W. Lynn" > <Roger...@aol.com> writes > >a...@prism.netkonect.co.uk (The Prism) wrote: > > > >>I have thought of some personal updates for C&C 2. Why don't you mail > >>your views to me, all of you, and I will compose them all, send a form > >>to vote for the top 100 improvements, and then send them to Westwood. > >>This would let YOU help to develop C&C. > > > >>Please give me ideas/feedback etc. > > > >>On with the show: I'd like the various missile weapons to be a bit more effective against armor and structures. I'm referring to the SSM and MLRS specifically here. I can't believe that a wimpy bike can destroy an M1 without being scratched while a dedicated missile launcher can hardly dent it. Also, I think that SSMs should be somewhat more destructive. I mean, it only takes a couple of well-placed scuds to destroy a heavily armored factory so... Moke the effect of a direct bazooka hit on infantry stronger. The wonderboys of the C&C team seem able to withstand bazooka hits that would leave ordinary soldiers in pieces. Also make the effect of flamethrowers on tanks smaller as well. Odlly enough, these units are probably the best units to kill tanks with when playing the computer. Ditto for the chem spray. The whole mission "Tiberium Strain" seems to operate on this premise that while a small guy with a chem gun can survive being hit in the chest with a 120mm armor piercing shell, a state-of-the art tank cannot withstand its a fine spray of noxious chemicals. Swamps would be nice. So would nice dense forests, making infantry and stealth that much more important. Along these lines, a difference in speed of units depending on the terrain they move in would also be pretty nice. Since people are so fussy on the realism of radar, from what I've heard, radar will show movements very well in open country. In forests, it's impossible to track infantry movement, unless you have some guy in the forest watching the other guys in the forest... and even then, the range of sight will still stink. So, please do not show all enemy units on the radar. I refer to levels like Jurassic Park four which become cakewalks because all the nasty little surprises in the forest are revealed magically by the radar and then get blown to bits by remotely directed helicopters. Let units in concealing terrain only be seen by units on the ground. Adjust the range of sight of units according to the type of terrain they're in. I found it odd that the great commando was blessed with the ability to see right over mountain ranges After all, if he can't climb over it, how come he can see over it? I mean, these are mountains right? Not huge chasms. Give engineers a slightly more important role, like clearing away the concertina wire, laying mines, clearing mines, destroying bridges etc. Better yet, make the engineers solely good for the work in the field and make those wimpy little "technicians" able to hijack structures and planes. Give those minigunners ordinary grenades like most ordinary infantry currently use. Give grenadiers different grenades like smoke, phosphorus etc. BC
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From: Christopher Tong <vrp...@singnet.com.sg> Subject: Re: My Top **30** Ideas For **C&C 2**. - Yours wanted also. Date: 1996/04/15 Message-ID: <31724EB5.22D1@singnet.com.sg> X-Deja-AN: 147590338 references: <3168156d.7138028@news.netkonect.co.uk> <4ke0to$i43@elf.wang.com> <hqPWhDAlaOcxEw6v@websters.demon.co.uk> organization: Singapore Telecom Internet Service mime-version: 1.0 newsgroups: alt.games.command.and.conquer,alt.games.command-n-conq x-mailer: Mozilla 2.0 (Win95; I) Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit