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D-Shafe


Joined: 8/5/09 5:18:04 PM
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ok so this is what i've established (this whole thing is very confusing)

Crawlers- walking, oversized mcv's with guns(that are bought), and Def can build support (and only support?) structures? shouldn't SUPPORT build those? and a deployed crawler looks REALLY BIG. that's gonna be a pain to place... unless they can "flatten" the landscape with their imense weight.

Low Player vs High Player- U start with basic stuff, like apc's, rocket buggies, and light tanks. and then higher tier stuff isn't better but more complex and a different role? I mean they gave the Mastadon a quad cannon. A QUAD CANNON! where's the railgun or whatever it had in TS?

Popcap- In my opinion it's a bad move. But can it be raised? or set in a game lobby room like under rules by starting money? if none of the above are a yes, PLEASE tell me it can be set in a (future-to-be-made) mapmaker, like are bigger or smaller maps going to have different caps?

Faction/RPGness- So, you start with Offense, Deffense, or Support (or others?) of either GDI or Nod (or scrin?) and then u purchase and earn upgrades to make your own semi-unique faction? That is something i could agree with. However, do you have to start all over again if you want to switch from nod to GDI? or change roles? Can you save various Crawlers and their upgrades like strike teams in Gloabl Domination in KW?

Resources- I don't even know what's going on for harvesting and resources, please enlighten me.

Who wants a body massage?
snigull


Joined: 1/7/09 5:40:12 PM
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Location: Germany
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Here´s what I´ve heard:
There won´t be any harvesters in C&C 4. Instead, there will be towers which one has to capture with the help of a unit called the "rig".
Once captured, these towers will provide for tiberium resssources.

The Messiah can´t be defeated
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D-Shafe


Joined: 8/5/09 5:18:04 PM
Messages: 51
Location: Vidistan
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oh and has anyone noticed that gdi has two normal tanks besides thier mastadon and mammoth? the prowler and wolf both seem to be either a light or med tank... not sure what that's all about. maybe different roles get different main tanks.

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Bloodraver-xX
Veteran Infantry

Joined: 7/12/09 10:58:51 PM
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i wonder if APOC got the post PM i sent to him about the nod crawler because they need to change the way it looks because it suks

This message was edited 1 time. Last update was at 8/6/09 4:53:06 AM


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D-Shafe


Joined: 8/5/09 5:18:04 PM
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Location: Vidistan
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it really does look awfull doesnt it? the legs are too riggid (like a breadstick) and it's overall not very nod looking... it just looks like nod was trying to copy GDI, like with the MARV.

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Bloodraver-xX
Veteran Infantry

Joined: 7/12/09 10:58:51 PM
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Yea i knw they should make it into a scorpion and insted of having one double barrel turret they should split it up into 1 barrel a claw
and heres my ideas on what the tail should be

Offensive Class-Obelisk of Light or SAM site
Defensive Class-Shield Projector
Support Class-1-Stealth Projector and holgram projectors to make diversions
2-Repair Drones

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Nemron


Joined: 8/3/09 2:14:18 PM
Messages: 30
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D-Shafe wrote:ok so this is what i've established (this whole thing is very confusing)

Crawlers- walking, oversized mcv's with guns(that are bought), and Def can build support (and only support?) structures? shouldn't SUPPORT build those? and a deployed crawler looks REALLY BIG. that's gonna be a pain to place... unless they can "flatten" the landscape with their imense weight.

Low Player vs High Player- U start with basic stuff, like apc's, rocket buggies, and light tanks. and then higher tier stuff isn't better but more complex and a different role? I mean they gave the Mastadon a quad cannon. A QUAD CANNON! where's the railgun or whatever it had in TS?

Popcap- In my opinion it's a bad move. But can it be raised? or set in a game lobby room like under rules by starting money? if none of the above are a yes, PLEASE tell me it can be set in a (future-to-be-made) mapmaker, like are bigger or smaller maps going to have different caps?

Faction/RPGness- So, you start with Offense, Deffense, or Support (or others?) of either GDI or Nod (or scrin?) and then u purchase and earn upgrades to make your own semi-unique faction?...


Spot on I think.

What I think is important is that the whole SUPPORT / DEF / OFF thing is looked at. Cos it's a GREAT idea, im a big fan. BUT, the way it has to be set up for it to work properly is this:

* You start with a lvl1 GDI, general purpose crawler - basic unit selection available to you. Then, as you level, you gain XP to spend as you wish. And here is the clincher.. you can then spend those points in ANY of the 3 class areas. Much like talent specialisations in RPGs and MMOs this will allow people to personalise their crawler to their own style of play.

High up the class tiers will be the more valued upgrades and higher tier of vehicles for players to unlock. The result will be a mixture of players and styles - forcing people to invest time in raising and personalising each crawler to the XP or level cap. Also, if people want to raise addition crawlers they should be able to - but points shouldnt be transferable. That way you wont get scenario's of ppl playing GDI through skirmish, solo and online play (not even picking up and playing NOD) and then making a max lvl NOD crawler.

This message was edited 1 time. Last update was at 8/8/09 6:05:19 PM

Clawz114


Joined: 7/30/09 10:51:25 PM
Messages: 42
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Introducing...

Command & Conquer 4 - Epansion Pack Guaranteed

No Scrin
No Harvesters
No Tib
No MCV's
No offline play
Pop cap


http://www.opaquelucidity.com/facepalm.jpg
Darchon_Vurasc


Joined: 7/9/09 4:15:31 PM
Messages: 19
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I wonder what they will show us at Leipzig, hopefully news could get better. EA please give the community more information about this game's main mechanics and whether you will consider some of their opinions. As some aspects of the community are dividing itself in two, not violently but its becoming an annoyance to hear arguments about; pop caps, Crawlers vs BB etc etc.
SLAYER00
Commando

Joined: 11/4/08 11:33:09 AM
Messages: 9781
Location: Greece
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Clawz114 wrote:Introducing...

Command & Conquer 4 - Epansion Pack Guaranteed

No Scrin
No Harvesters
No Tib
No MCV's
No offline play
Pop cap


http://www.opaquelucidity.com/facepalm.jpg
Epic post needs 5 stars!

Valdez wrote: Liking a C&C title is not a criteria to be on these forums.
wow epic fail...
http://www.pupils-path.net/images/sigs/slayer%20tech%20support.png
D-Shafe


Joined: 8/5/09 5:18:04 PM
Messages: 51
Location: Vidistan
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SLAYER00 wrote:
Clawz114 wrote:Introducing...

Command & Conquer 4 - Epansion Pack Guaranteed

No Scrin
No Harvesters
No Tib
No MCV's
No offline play
Pop cap


http://www.opaquelucidity.com/facepalm.jpg
Epic post needs 5 stars!


qft

Who wants a body massage?
AmNeX


Joined: 8/9/09 9:38:02 PM
Messages: 3
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Our friends at CnC-Inside took a peek into Gamestar's most recent issue which will hit newsstands on this Wednesday, July 29. Until I'm able to purchase it and scan the article (if there are any new images), here's the new info CnC-Inside gathered in bulletpoints (translated by yours truly):

-Lead Producer is Michael Glosecki, who was part of Dune 2's QA team (!)
-Linear campaign, parallel for both sides
-Scrin actually is part of the story
-You are going to play renegade military leaders, fighting both against Kane and his GDI allies
-GDI's campaign motto is "The man who killed Kane", Nod's "Everything has to end"
-GDI's clean slate is going to be desecrated
-FMVs are going to be darker and more serious, but mostly still in first person. Here's an example (concept):

We're rotting in prison, when a man in a suit appears, opening our cell door, and asking us to follow him. Shrieks can be heard in the distance. Just when we're halfway through, an inmate next to our cell grabs us on our collar (With the camera following), of which a guard catches a glimpse, getting his bat ready- but we manage to break free before a row would have started. "You should get used to that" comments the suited man with a smirk on his face. Eventually, he leads us to a desk, handing us a briefcase- "Kane is at the scrin tower", he mutters, "You have ten minutes".

-Defense class is the only one able to build structures, such as bunkers or defense towers, including the Obelisk of Light
-Nod towers can be burrowed for surprise attacks
-Offensive class gets the most powerful tanks, support the superior aircraft- and the Ion Cannon
-No navy
-You choose new units, upgrades and powers from a tech tree
-Upgrades you purchase for your crawler are not persistent
-You collect Tiberium from the Core Network with the help of rigs (vehicles) which slowly merge with the outlets and provide a steady stream of credits, after having been trained at the crawler and directed there
-Difficulty in co-op mode depends on your level
-Objectives vary from class to class, but are shared in co-op
-Destroyed crawlers are replaced, but not instantly- However, you're free to choose were to land them
-Gamespy is history, EA uses their own online service
-Matchmaking for even 5 vs 5 matches is possible
-You can create temporary clans to keep track of players you felt comfortable with
-Offline mode is currently being thought of, so that at least the campaign could be played offline
-Dynamic music; GDI's is orchestral/militaristic, Nod's is religious techno interspersed with choirs
-The crawler can hold up to 4 units like an APC


Edit: New info from the screenies, courtesy of CnC-Inside
-There will be Tiberium crystals for visual purposes
-The shown interface is an early version
-All upgrades have visual implications
-Mammoth tank is back along with the Mastodon, a new version of the Mammoth walker
-Engineers are able to repair vehicles
-Seemingly, Nod employs a multitude of cyborgs again
-The devs try to cut down "Crush the enemy"-type of mission objectives, an example was activating the repair system of the crashed cruiser seen on earlier pics, and defending it until it could take off on its own

That is what I read on this site: http://commandandconquer.filefront.com/news/New_Infos_from_German_PC_Magazine_gamestar;43141

I support EA that they try something new! It is cind of risky putting reputation of all C&C games on the line because of this new aproach.
I am worried that it can turn out a disaster! EA MUST NOT rush of making this game! They must defenitly improve pathfinding(and I read they will )

I just don`t get the support class. I mean..support class supports but on 1v1 match you have no one to support!

EA please give us some more information because some people on info we have today have allready decided that the game will be bad and you guys need to prove them wrong!

I have faith that the game will be good. Don`t let me(and a "few" milions fans) down.
D-Shafe


Joined: 8/5/09 5:18:04 PM
Messages: 51
Location: Vidistan
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well that cleared up alot.

i plan to be a support player, but like you said it would be difficult in 1v1...

Who wants a body massage?
AmNeX


Joined: 8/9/09 9:38:02 PM
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D-Shafe wrote:well that cleared up alot.

i plan to be a support player, but like you said it would be difficult in 1v1...


I am thinking of being support or offense. But I will make up my mind when we know more. I also read that every class will have more than enough units and other things that can take out any class player.

Here it is: http://www.gamespot.com/pc/strategy/commandandconquer4/news.html?sid=6213111&mode=previews

We've subdivided each of our factions into three upgradable classes. Each class--outside of a few standard units, such as the engineer--consists of an entirely distinct set of units, structures, powers, and upgrades; the equivalent of a full RTS faction.

Our "offense class" is your classic RTS faction, tank-oriented and focused on frontline combat. With the "defense class," however, the emphasis is on infantry, bunkers, and turrets, which lets you build complex defensive grids and really hold down a section of the battlefield. Lastly, we come to the "support class," which is based around utilizing a selection of aircraft and custom vehicles to traverse the environment. Once engaged in combat, support players can fight directly or assist their teammates with a variety of powers and [healing abilities].

It should be noted that while each class has a specialized focus, we are designing all three to be entirely competent as a direct combatant. Whatever class you're playing--offense, defense or support--will be more than capable of taking out your enemies on the battlefield. [ this is quote from answer wich is on that link wich I have also posted]

This message was edited 1 time. Last update was at 8/10/09 7:25:48 PM

ThaBo$s
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Joined: 3/1/09 12:10:40 AM
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Well, like i've heard numerous times, that the only buildable structures are going to be turrets, but what about the support structures that were mentioned in the interview? What do those consist of? Don't get me wrong, I am welcome to the new crawler gameplay mechanic, but there should be at least a few buildings that can be constructed by all the classes, more than just turrets.

For example, they should vary the way that each class obtains reasources, like the Offence class using the deployable Rig idea that was mentioned, but the Defence class has to be in range of the TCN outlet, and build a refinery simmilar to how C&C 3 and RA3 worked, while the Support class has another method, like a drone that deploys from the crawler while it is in range of the TCN outlet, but re-attaches to the crawler when it moves away, since this class has a rapid deployment mentality with its flying crawler.

Just a thought

This message was edited 1 time. Last update was at 8/11/09 3:55:02 AM


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