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C&C4 Developer Q&A #1  XML
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EA_2POC
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C&C4 Developer Q&A - First Round Questions Answered! 9/18

Commanders…intelligence database updated…

Developer Q&A’s have returned with exclusive C&C4 information you won’t find anywhere else! Check back here every FRIDAY if you’d like to learn more about gameplay, units, structures, maps, fiction, UI, multiplayer, and every other aspect of the game! Each week we will be ready to face the firing squad, so stay tuned for more exclusive game info!

Have a question you’d like answered here? Then post in our Ask A Developer Thread!
http://forums.commandandconquer.com/jforum/posts/list/21321.page


To kick things off, Lead Designer Jason Bender takes a stab at clarifying some discussions that have taken place in many threads on our forums. Check out his in-depth answers below, and be sure to come back next week for more!

When can you choose your class during a match?

Classes are chosen any time you deploy your crawler. When a match begins you’ll find yourself placed over your team’s deploy zone with nothing on the field. At this point you choose from any of the three classes on your faction, and then select a place to deploy anywhere in that deploy zone. If you want to change your class mid-match, you have two options. Sending your crawler to be killed by the enemy will present you with an opportunity to redeploy. If you want to change your class without tossing a bunch of experience at your opponent you can self-destruct your current crawler, which will allow you to redeploy as any class back in your deploy zone. Self-destruct takes a few seconds, so your enemy might still have a chance to kill your crawler for experience while it goes through the self-destruct sequence. The goal is to make switching classes very fluid, so that you can adapt to an ever-changing battlefield with limited downtime. Some upgrades, like tech levels, even persist across classes!


Can the support Crawler create any land units?

Yes, support has ground vehicles, including tanks. Their tanks tend to have special abilities which improve the quality of nearby allies. They can, of course, hold their own as well, but are that much more effective when supporting an ally.


Does the population cap change depending on how many players are in a match?

Depending on the mode, yes. There are several ways to play C&C4 which allow you to play with a large numbers of units, such as Custom Match and Campaign. Currently, in a 1v1 match, a player has access to 250 command points, which is equivalent to around 50 tanks, or 80+ light units, and 50 structures. As you can imagine, holding a battlefield with a force that large will test even the best micromanagers’ abilities.


Do falling aircraft do damage to ground units?

Some do, yes. We’re currently tweaking which aircraft apply crashing damage based on balance and what feels fun.


Are Crawlers and defense structures placed on a grid or free form location?

They’re placed on a grid, similar to the grid we used in Red Alert 3. This has proven to make structure placement much easier and more satisfying. Compared to the RA3 grid, the grid sizes are 50% smaller, giving you much more freedom in placement. Revamping this system has also allowed us to fix some unit pathfinding problems, and who doesn’t love that? You should find that units can much more easily and accurately see and shoot around structures in C&C4.


Are there any mechanisms to stop spawn camping?

Quite a few. My favorite is the ability to deploy on top of anyone in your deploy zone. Your crawler will land right on top of them as GDI, or burrow up from beneath them as Nod, totally destroying anything in the vicinity. Your deploy zone is also outfitted with defenses for those pesky folks who want to sit just out of range. There are a few other mechanics which also play into this, but they’re still under wraps for the moment.

Discuss the Q&A here, and check back next Friday for more!

-2POC

This message was edited 13 times. Last update was at 9/24/09 8:02:17 PM


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Pimmeh667
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Good Q&A, that's all.

This message was edited 1 time. Last update was at 9/18/09 5:44:21 PM


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Kodaemon
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Are Crawlers and defense structures placed on a grid or free form location?


Notice the wording: "Crawlers and defense structures". More proof that there's no basebuilding. So much for changing stuff based on feedback etc.

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EA_2POC
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That is actually a question that was PM'd to me, so I don't know what to tell ya. That is how the person worded the question.

This message was edited 1 time. Last update was at 9/18/09 5:50:42 PM


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CommanderT
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Kodaemon wrote:
Are Crawlers and defense structures placed on a grid or free form location?


Notice the wording: "Crawlers and defense structures". More proof that there's no basebuilding. So much for changing stuff based on feedback etc.


who are you to say they haven't changed anything or are planning to change anything. And who is to say that they will change everything you want changed.


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EA_2POC wrote: If you want to change your class without tossing a bunch of experience at your opponent you can self-destruct your current crawler,
-2POC


Might I suggest to just have it recollected by the carryall or have it burrowing back underground, instead of destroying itself? Just so it makes more sense.

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EA_Apoc
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Kodaemon, welcome back to the C&C forums. The point of our developer Q&A's is to further highlight more game info details based on questions you guys post. We'll continue to reveal more info week to week as we go along.

We're not ready to further discuss more intricate details about the defense class as pertaining to base building, and we've already mentioned that we have been taking all the CommandCOM feedback and working on improvements, new ideas, ways to meet the hardcore like yourself more halfway while still keeping in line with our design.

I had some great cookies this morning? Do you want one? Maybe burned a little bit? ;p

-APOC




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Gobias
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PizzaAtomica wrote:
EA_2POC wrote: If you want to change your class without tossing a bunch of experience at your opponent you can self-destruct your current crawler,
-2POC


Might I suggest to just have it recollected by the carryall or have it burrowing back underground, instead of destroying itself? Just so it makes more sense.

Yeah that makes more sense. The self-destruct mechanism is kind of stupid. Additionally, if you think about the game's balance in the long term, why is it not better to just send the crawler in to be killed by the enemy? Sure they get XP, but eventually most players will be at the level cap, and I don't even think XP matters a hell of a lot in the short term period of one match against a person. There should be a bigger punishment for having your crawler destroyed by the enemy.

Kodaemon wrote:
Are Crawlers and defense structures placed on a grid or free form location?


Notice the wording: "Crawlers and defense structures". More proof that there's no basebuilding. So much for changing stuff based on feedback etc.

I was never under the impression that they would implement drastic changes like adding base building regardless of feedback.


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Kodaemon
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EA_2POC wrote:That is actually a question that was PM'd to me, so I don't know what to tell ya. That is how the person worded the question.


Ah, I assumed the questions are redacted/paraphrased from, well, frequently asked ones rather than used verbatim.

EA_Apoc wrote:Kodaemon, welcome back to the C&C forums. The point of our developer Q&A's is to further highlight more game info details based on questions you guys post. We'll continue to reveal more info week to week as we go along.

We're not ready to further discuss more intricate details about the defense class as pertaining to base building, and we've already mentioned that we have been taking all the CommandCOM feedback and working on improvements, new ideas, ways to meet the hardcore like yourself more halfway while still keeping in line with our design.

I had some great cookies this morning? Do you want one? Maybe burned a little bit? ;p

-APOC


Hi Apoc, did I ever leave?

Oh, and cookies that are a little burnt are my favourite

This message was edited 2 times. Last update was at 9/18/09 6:08:41 PM


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EA_2POC
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Kodaemon, check your PM

This message was edited 1 time. Last update was at 9/18/09 6:14:02 PM


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EA_2POC
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'Yeah that makes more sense. The self-destruct mechanism is kind of stupid. Additionally, if you think about the game's balance in the long term, why is it not better to just send the crawler in to be killed by the enemy? Sure they get XP, but eventually most players will be at the level cap, and I don't even think XP matters a hell of a lot in the short term period of one match against a person. There should be a bigger punishment for having your crawler destroyed by the enemy. "

Self destructing does damage to the enemy. Therefore, if you send it into the enemy to be killed, you are losing a chance to self destruct it and potentially do damage. Since the self destruct is not instant, you won't be able to drive up and blow it up in people's faces. More importantly, based on CommandCOM feedback, we are looking into more consequences for losing your Crawler, so driving it up to the front lines for it to be killed will not be good for your team. You will learn more about this mechanic when we have it fully fleshed out.

This message was edited 1 time. Last update was at 9/18/09 6:13:17 PM


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WolfPlayer
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EA_2POC wrote:


Are Crawlers and defense structures placed on a grid or free form location?

They’re placed on a grid, similar to the grid we used in Red Alert 3. This has proven to make structure placement much easier and more satisfying.


in few words, noob-friendly structure placement ........

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ITS NOT REAL C&C!
deadhall2
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WolfPlayer wrote:
EA_2POC wrote:


Are Crawlers and defense structures placed on a grid or free form location?

They’re placed on a grid, similar to the grid we used in Red Alert 3. This has proven to make structure placement much easier and more satisfying.


in few words, noob-friendly structure placement ........


so ts and ra2 is noob friendly?

the grid in ra3 was a bit big ye. 50% less coud be good. maybe more

This message was edited 1 time. Last update was at 9/18/09 6:53:49 PM


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HOPE1134
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Are there any mechanisms to stop spawn camping?

Quite a few. My favorite is the ability to deploy on top of anyone in your deploy zone. Your crawler will land right on top of them as GDI, or burrow up from beneath them as Nod, totally destroying anything in the vicinity. Your deploy zone is also outfitted with defenses for those pesky folks who want to sit just out of range. There are a few other mechanics which also play into this, but they’re still under wraps for the moment.


sweet!

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Commander32
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In other words, EA is not going to completly spoil us on the details pertaining to the defence class, or any other future change yet...

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