Article View: alt.games.command.and.conquer
Article #925Re: My Top **30** Ideas For **C&C 2**. - Yours wanted also.
From: chr... Chris Becke
Date: Fri, 19 Apr 1996 00:00
Date: Fri, 19 Apr 1996 00:00
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6811 bytes
In article <317718...@arkon.co.nz>, Former Human Sargeant
<cr...@arkon.co.nz> wrote:
> Tony T wrote:
> >
> > >So, what have we got now:
> >
> > >31: Building a bit like in WC2. (the MCV thingy).
huh? we already HAVE a MCV thingy, and in Red Alert the buildings can be a
certain radius apart, depending on their type.
> > >32: Swimming units.
The rivers are meant to be obstacles. When desiging a game the object is not to
design a cool map engine with ridges and rivers, etc, and then design hundreds on
units to simply overcome those obstacles, and reduce the map to a flat concrete
surface with cool graphics painted on.
> > >33: The famous FOG OF WAR! It's the only thing that blows up the C&C
> > > multiplayer games!
Why the F*** do we call this concept the "Fog of War". Its a bloody stupid term
for the simple concept that you can't see something unless you're looking at it.
Anyway, in the world of C&C there are precision orbital Ion cannons. In order to
hit a dude on the ground, it must be able to see him in the crosshairs - you cant
aim over 200km's blind, and hope to hit within a meter tolerance. Therefore, the
C&C map should _ALWAYS_ be totally visible, at least as soon as the comcenter is
build to download the satelite feeds.
> > >34: Weapon that temporary (say, 30 seconds in middle game speed) disables
> > > all kinds of turrets and defence.
What do you want? sleeping gass? There is a turret. Inside is a man, and the
backend of a cannon. You drive past, and he fires the cannon. This is just plain
stupid.
> > >35: Tanks should be able to go over cyclone fences and sandbag barriers
They can (sometimes), anyway, its easier just to shoot the thing. Anyway, that
fence cost a lot to build. Now you want it to not actually protect my base - yeah
sure.
> > >36: Walls should be repaiable.
> >
> > >37: Turrets should be able to take over/disable with engineers.
Here is a turret. It has a couple of soldiers in it. They are armed with guns.
Here is an engineer. He manages not to get gunned down by the turret. He opens
the door. He has no gun. *bang* *thud*
> > >38: Taking over a building should take some time (15 secs?).
why? what exactly is this gonna do for the game?
> > >39: Unit that could take over other units, like tanks and stuff.
Um, tanks have doors that the guy's inside keep shut (and locked :)
> > >40: Warning message from units and flying units approaching the base.
There's a lot of stuff happening on the map. How is the computer supposed to
determine that that particular unit is "approaching" the base?
> > >41: All warning messages to text if sound is turned off!
Sound turned off? What, are you playing at work or something?
> > >42: BETTER HARVESTER AI!!!
heh, who can argue with this one :)
> > >43: Funny little animals wandering around like in WC2.
And if you click on them too much thay blow up?
> > >44: Bigger levels! Built-in level editor!
Its called Red Alert, and yes, its (possably) going to have a level editor.
> 46: More cool warning sounds eg. "Warning Warning... Harvesters are under
> attack", "Construction yard is taking heavy damage", "...!!@%%!#@%....HELP
> COMMANDER WE'RE GETTING SLAUGHTERED...BOOM..ARRRRRGGHHH...$#%#@%%%#..."
If you want witty speech, play wc2, or get Z when it comes out.
> 47: The ability to put security forces INSIDE your buildings, so he has to
> send in about an equal number of Foot Soldiers to beat them before sending in
> the engineer, he doesn't find out how many men in until he attacks, and if he
> fails and say 3 men remain it will not change till he attacks again( even if
> you have filled it up ), this would actually make the minigunners useful.
The buildings ALREADY have troops in them (as can be seen when you blow them up).
I have never quite grasped what the engineer does upon entering a building, to
instantly convert them to his cause.
> 48: Mingunners should = Light infantry. Minigun My ASS those guy suck
> shit!!! They just have M-16's or something Go watch T2 or better yet PREDATOR
> and see what a real minigun does!
> 49: Minigunners, REAL Minigunners, MOW THE SHIT OUT OF EVERYTHING, VERY COOL
> ELECTRIC WHIRRING SOUND.
Are all you interested in, in adding more "Super Weapons" to the game. Too many
and the game becomes uncool very quickly.
> 50: OK how bout this, say you have 3 infantry PRESETs, you right click on the
> INF build box and you can equip them with various equipment, eg. M-16 And
> Grenade launcher(forget grenadiers) and claymores or Sniper rifles or
> flamethrowers or DISPOSABLE R.L.s or MINIGUNS or other cool
> stuff... of course they could only carry say 2 items and they'd have varying
> costs, Same could be
> done with tanks or anything, eg: a Cannon STANDARD, AA: RL check box, 20mm
> Anti-Infantry cannon check box.
If you want troops with a mix of skills, make a mix of troops. Same goes for the
tanks.
> 51: Machine guns of varying calibre have some anti-aircraft capabilities. One
> of THE MOST LETHAL close quarters Anti-Aircraft system is not the missile it is
> a high speed computer targeted Minigun standard on many modern warships.
Yes, and A10's don't usually drop napalm, etc, etc. You will notice that while
C&C is very cool, and uses many weapons you may have heard of before from real
life , C&C does not (and cannot) simulate reality. The choices of weapons carried
by the troops, and uses those weapons may be put to were made to enhance the
playability of a _GAME_.
> 52: PUT THE FUCKING AIRCRAFT ON THE RADAR!!!
Its not a real radar. Normal radar are not that good at picking up stuff on the
ground. How would this actually help anyway?
--
chr...@vironix.co.za <http://www.vironix.co.za/chrisb>
==============================================================
"We have waited centuries for this moment.
The rivers will flow with the blood of those who oppose us."
Kane, suspected leader of the Brotherhood of Nod
==============================================================
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From: chr...@vironix.co.za (Chris Becke) Subject: Re: My Top **30** Ideas For **C&C 2**. - Yours wanted also. Date: 1996/04/19 Message-ID: <4l8484$j0f@hermes.is.co.za> X-Deja-AN: 148381147 references: <3168156d.7138028@news.netkonect.co.uk> <4kdpkc$laj@ankka.csc.fi> <4kjejq$i0q@daily-planet.execpc.com> <317718AF.1AF9@arkon.co.nz> organization: Vironix Software Laboratries 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