Subject
Different Gameplay Mechanics for Each Faction/Subfaction
Description
This idea takes factional diversity to its logical extreme, to the point that different factions, or even different subfactions of a single faction, have fundamentally different gameplay mechanics.
Let us take GDI and Nod as examples. Nod's main forces might use a tradition "Harvester+Refinery" combo for their income. Conversely, GDI, more focused on reclaiming the Earth from Tiberium, would use "Reclamation Towers," which provide income by inhibiting nearby Tiberium growth (the resources that would have gone into growing more Tiberium instead go into GDI's coffers).
Expanding on this, GDI might have a "High Mobility Strike Force" subfaction that is less focused on base building, building most of its units at the Command Center/Construction Yard (making the War Factory a Tier 2 or Tier 3 structure), and gathering resources by way of "MURV" (Mammoth Unarmed Reclamation Vehicle).
Nod, conversely, might have a "Spirit Hand of Kane" subfaction that is based around stealth, to the point were they use a variant of the C&C4 Crawler system to remain completely mobile (their crawler is stealth, as are most of their units). Although the subfaction has a population cap, it can be exceeded at the cost of most/all units "decloaking."
At the other end of the "base development" spectrum might be GDI's "Airborne Corp. of Engineers" subfaction that is focused on sending out airstrikes and capital ships from behind fortified walls and gaining income from Drop Zones like the USA in Generals.
For Nod, the "Black Hand" might follow the Starcraft tradition of having a different tech structure (or rather shrine/temple/cathedral) for nearly each type of unit (modified, of course, to take C&C's different counter system into account) and collects resources by having surplus power.
In any case, these were just general suggestions to illustrate the point
Pros
Allows a great deal of factional diversity, which makes the game more interesting
Allows the developers to try new things while keeping the fan favorites
Cons
Hard to come up with unique ideas for the factions/subfactions
Hard to balance
Different Gameplay Mechanics for Each Faction/Subfaction
Description
This idea takes factional diversity to its logical extreme, to the point that different factions, or even different subfactions of a single faction, have fundamentally different gameplay mechanics.
Let us take GDI and Nod as examples. Nod's main forces might use a tradition "Harvester+Refinery" combo for their income. Conversely, GDI, more focused on reclaiming the Earth from Tiberium, would use "Reclamation Towers," which provide income by inhibiting nearby Tiberium growth (the resources that would have gone into growing more Tiberium instead go into GDI's coffers).
Expanding on this, GDI might have a "High Mobility Strike Force" subfaction that is less focused on base building, building most of its units at the Command Center/Construction Yard (making the War Factory a Tier 2 or Tier 3 structure), and gathering resources by way of "MURV" (Mammoth Unarmed Reclamation Vehicle).
Nod, conversely, might have a "Spirit Hand of Kane" subfaction that is based around stealth, to the point were they use a variant of the C&C4 Crawler system to remain completely mobile (their crawler is stealth, as are most of their units). Although the subfaction has a population cap, it can be exceeded at the cost of most/all units "decloaking."
At the other end of the "base development" spectrum might be GDI's "Airborne Corp. of Engineers" subfaction that is focused on sending out airstrikes and capital ships from behind fortified walls and gaining income from Drop Zones like the USA in Generals.
For Nod, the "Black Hand" might follow the Starcraft tradition of having a different tech structure (or rather shrine/temple/cathedral) for nearly each type of unit (modified, of course, to take C&C's different counter system into account) and collects resources by having surplus power.
In any case, these were just general suggestions to illustrate the point
Pros
Allows a great deal of factional diversity, which makes the game more interesting
Allows the developers to try new things while keeping the fan favorites
Cons
Hard to come up with unique ideas for the factions/subfactions
Hard to balance
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