generals_addict
06-28-2011, 02:23 PM
Subject:
Giving skirmishes in SP/MP the ability to change from: A) a classic C&C framework with fewer units and more micromanagement B) a "newer" framework with more units and massive field battles
Description:
Let me first say that I do NOT want to replace the traditional feel of C&C with other RTS styles. This was a semi-crazy last second thought while on the threads. So, here it goes.
I've seen a couple of posts at least that have expressed how we need to minimize the micro that goes on in C&C battles. I personally like micromanaging because I can nitpick and be the strategist that many fans have liked.
What if we added a second game mode called "macro-mode", where units are cheaper and/or faster to build. Also, units and structures would be scaled smaller for the same size maps to create a "massive army" feel similar to Supreme Commander, but not as small of a unit to map size ratio.
Tanks, vehicles, and structures approx. half size (maybe a little bigger), cheaper, shorter build times for vehicles and buildings. In addition, all infantry would come in squads or trained quickly, squads garrison buildings like individual infantry would in traditional mode, airfields can hold 8 planes instead of 4, etc. Build queues would be twice the capacity (18 units can be queued in a given barracks, war factory, airfield, etc.) to accommodate larger quantity. Superweapons would be cheaper but less powerful (i.e., maybe $2500 buys you a tactical nuke with half of the original power and area of effect).
Positive Effect:
Players could alternate between micromanaging/nitpicking in one mode, then hop onto a battle just to create massive destruction in "macro-mode". Macro would emphasize actively using units at all times of the battle. People who like large armies can quickly develop them without feeling squashed due to changed scale factor.
Negative Effect:
Players may feel that the only way to win in macro-mode is by using the "unit diarrhea" approach--crap out units as fast as you can from your base. If scales are set too small, may be harder to tell what all is on the field. Macro may not cater to some players' strategic style (but that's why you turn it off! Or try learning a new way to win through macro-management). Many units and structures may be more hardware-intensive to render.
Giving skirmishes in SP/MP the ability to change from: A) a classic C&C framework with fewer units and more micromanagement B) a "newer" framework with more units and massive field battles
Description:
Let me first say that I do NOT want to replace the traditional feel of C&C with other RTS styles. This was a semi-crazy last second thought while on the threads. So, here it goes.
I've seen a couple of posts at least that have expressed how we need to minimize the micro that goes on in C&C battles. I personally like micromanaging because I can nitpick and be the strategist that many fans have liked.
What if we added a second game mode called "macro-mode", where units are cheaper and/or faster to build. Also, units and structures would be scaled smaller for the same size maps to create a "massive army" feel similar to Supreme Commander, but not as small of a unit to map size ratio.
Tanks, vehicles, and structures approx. half size (maybe a little bigger), cheaper, shorter build times for vehicles and buildings. In addition, all infantry would come in squads or trained quickly, squads garrison buildings like individual infantry would in traditional mode, airfields can hold 8 planes instead of 4, etc. Build queues would be twice the capacity (18 units can be queued in a given barracks, war factory, airfield, etc.) to accommodate larger quantity. Superweapons would be cheaper but less powerful (i.e., maybe $2500 buys you a tactical nuke with half of the original power and area of effect).
Positive Effect:
Players could alternate between micromanaging/nitpicking in one mode, then hop onto a battle just to create massive destruction in "macro-mode". Macro would emphasize actively using units at all times of the battle. People who like large armies can quickly develop them without feeling squashed due to changed scale factor.
Negative Effect:
Players may feel that the only way to win in macro-mode is by using the "unit diarrhea" approach--crap out units as fast as you can from your base. If scales are set too small, may be harder to tell what all is on the field. Macro may not cater to some players' strategic style (but that's why you turn it off! Or try learning a new way to win through macro-management). Many units and structures may be more hardware-intensive to render.