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		<title>Forums - Community Developer Area</title>
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		<description><![CDATA[You have an idea on how to improve C&C? This space will give your idea enough room to grow to something big!]]></description>
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			<title>Forums - Community Developer Area</title>
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			<title>Game Feature Possible Scrin mechanic for Tiberium universe games - Ion Storms</title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9718-Possible-Scrin-mechanic-for-Tiberium-universe-games-Ion-Storms&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 14:39:23 GMT</pubDate>
			<description>*Subject* 
 
Adding an Ion Storm-specific mechanic to Scrin in order to increase faction diversity. 
 
*Description* 
 
Giving some Scrin...</description>
			<content:encoded><![CDATA[<div><b>Subject</b><br />
<br />
Adding an Ion Storm-specific mechanic to Scrin in order to increase faction diversity.<br />
<br />
<b>Description</b><br />
<br />
Giving some Scrin units/structures the ability to create a constant Ion Storm around themselves <i>which would cause enemy units to be weakened/destroyed in a very specific pattern</i>. Basicaly, Ion Storm lightnings would hit heavy/big units first and most often, while light units like infantry could feel relatively safe inside. In other words, within Ion Storms, heavies would be destroyed/damaged/disabled nearly instantly or in relatively small amount of time even in large numbers.<br />
<br />
<b>In order for this mechanic to succed, the Ion Storms need to be commonplace, they can't be limited to single unit/small area/a special power.</b><br />
<br />
Purpose: Make Scrin <b>require completely different tactics than other factions</b>, and to achieve that the Ion Storms would effectively <b>cancel other side's ability to use heavy weapons and equipment</b>, forcing them to rely on light units in taking the Storm-generating units/structures before the heavy forces could be brought in.<br />
<br />
In order to do this well <b>Scrin should be to an extent handicapped in fighting light units</b>, prefferably by having a small amount of very specific counters thus not making them overpowered. Other side's units would also need to be balanced accordingly, including a <i>limited</i> ability to cancel the Storm's effect for some time/on specific units. The question how should the Ion Storm exactly behave (how fast would it deal damage, would it disable air units etc.) is still left open, same as specific unit's behaviour towards it.<br />
<br />
<b>Positive effect</b><br />
<br />
- Much greater faction diversity<br />
- Ability to build new and fresh gameplay elements upon this mechanic<br />
- Completely different tactics required against Scrin would make fighting them feel distinct and different than other factions.<br />
- Increased role of infantry / light units.<br />
<br />
<b>Negative effect</b><br />
<br />
- Could make the game more demanding for novice players by suddently making their conventional tactics obsolete.<br />
- Hard to balance</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?44-Community-Developer-Area">Community Developer Area</category>
			<dc:creator>Borreh</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9718-Possible-Scrin-mechanic-for-Tiberium-universe-games-Ion-Storms</guid>
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			<title>Units Rock Paper Scissors: New Counter Wheels</title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9717-Rock-Paper-Scissors-New-Counter-Wheels&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 13:48:38 GMT</pubDate>
			<description><![CDATA[*_Subject:_ 
Rock Paper Scissors: New Counter Wheels* 
 
 
_*Description:*_ 
The “traditional” C&C counter wheel looks something like: 
 
Rifle...]]></description>
			<content:encoded><![CDATA[<div><b><u>Subject:</u><br />
Rock Paper Scissors: New Counter Wheels</b><br />
<br />
<br />
<u><b>Description:</b></u><br />
The “traditional” <i>C&amp;C</i> counter wheel looks something like:<br />
<br />
<div style="margin-left:40px">Rifle Troops &gt; Rocket Troops &gt; Tanks &gt; Jeeps &gt; Rifle Troops</div><br />
The problem with this traditional formula is that it is hard to tamper with to create more factional diversity. Side A could have Rifle Troops, Rocket Troops, and “Main Battle Tanks” (tanks with an anti-infantry machine gun); Main Battle Tanks trump Rifle Troops and Jeeps, but loose to Rocket Troops and dedicated Tanks. Side B, conversely, would have “Infantry” (troops with rifles and rockets), Jeeps, and Tanks; Side B’s Infantry trumps Rocket Troops and Tanks, but loses to Jeeps and dedicated Rifle Troops. <br />
<br />
However, another possibility would be to give infantry and vehicles independent counter wheels, e.g.:<br />
<br />
<div style="margin-left:40px">Rifle Squads &gt; Snipers &gt; Grenadier/Flamethrower Teams &gt; Rifle Troops<br />
Armored Cars &gt; Tank Destroyers &gt; Tanks &gt; Armored Cars</div><br />
Under that system, no imbalance would be created by giving Rifle Squads anti-tank missiles or strapping a flamethrower to one side’s Tanks because the Rifle Squads are still countered by Grenadiers and the Tanks are still countered by Tank Destroyers.<br />
<br />
This diversification process could be further improved by creating multiple “anti-vehicle” infantry roles and “anti-infantry” vehicle roles. For example, troops with RPG/Panzerfaust-style rockets might be relatively effective against Armored Car-type enemies but lack the punch to do serious damage to Tanks, whereas troops with Javelin/Kornet-style anti-tank missiles may be more effective against Tanks but have too slow of a rate of fire to be effective against Armored Cars. Thus, one side might give Panzerfausts to its Rifle Squads and Javelin Missiles to its Grenadiers while another side gives RPGs to its Snipers and Kornet Missiles to its Rifle Squads.<br />
<br />
<br />
<u><b>Positive Effect</b></u><br />
-Allows more factional diversity by allowing units to mix and match roles<br />
-Avoids the “crippling overspecialization” of traditional unit designs while still allowing a healthy counter system <br />
<br />
<br />
<u><b>Negative Effect</b></u><br />
-Potentially Steep Learning Curve (Missile Troops are bad against Humvees? Basic Riflemen trump elite Snipers?)<br />
-Increased balance complexity</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?44-Community-Developer-Area">Community Developer Area</category>
			<dc:creator>Quadhelix</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9717-Rock-Paper-Scissors-New-Counter-Wheels</guid>
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			<title><![CDATA[Story Earth's Army]]></title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9540-Earth-s-Army&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 04:19:00 GMT</pubDate>
			<description><![CDATA[Subject: 
A New Faction 
 
Description: 
Think about it. Who is really the "good guy" now? The vengeful GDI or the backstabbing Brotherhood? 
This...]]></description>
			<content:encoded><![CDATA[<div>Subject:<br />
A New Faction<br />
<br />
Description:<br />
Think about it. Who is really the &quot;good guy&quot; now? The vengeful GDI or the backstabbing Brotherhood?<br />
This idea is to add a new faction. A sort of people's army who are tired of the tyranny of both factions and want their world back. This new army could add a new variable in the Tiberium wars. One idea for this faction is to present a leader that rivals Kane. Sort of like another prophet figure, only more benevolent. There goal would be to take the world away from squabbling factions like GDI and Nod and give it back the the people of earth.<br />
<br />
Positive Effect:<br />
Adds a new faction to experiment with<br />
Provides an idea for part of the storyline<br />
More variety<br />
<br />
Negative Effect:<br />
Could detract from the two main factions<br />
Could distract from continuing with a faction already introduced (Scrin)<br />
<br />
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OUR WORLD, OUR CHOICE</div>


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			<dc:creator>JettoA</dc:creator>
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