The Crawler should as I thought it would be. A MCV/Warfactory/Barracks that builds everything else and can be customized to the persons choice.
The Crawler should as I thought it would be. A MCV/Warfactory/Barracks that builds everything else and can be customized to the persons choice.
Personally, I'm more leaning towards a sort of "customize your crawler" mantra.
In my mind, the only thing that crawlers should have in common is that they're mobile variants of what a full base can do as well as a transport that's heavily armored. Other than that, I'd suggest a hardpoint system where the player can customize the loadout of their crawler either before or during game.
Say your crawler gets 3/4 hardpoint slots, and the player would be able to choose from
- Advanced Infantry production (T2/T3)
- Infantry Production
- Vehicle production
- Advanced Vehicle production (T2/T3 pending)
- Basice Refinery
- Advanced Refinery
- Heavier armor
- Larger transport capacity
- Advanced defense
- Advanced Repair/Healing
IMO, it shouldn't do ALL of these things and be able to integrate well into traditional base gameplay, but if you allow the players to configure the crawler (which would just ba a large mobile platform) for their play-style), it can augment their playstyle without replacing all that a base does in one fell swoop.
In SP, I'd say what the crawler is capable of would be defined by the campaign designers. That way, they'd be able to easily make a CnC4-esque crawler for "crawler only" missions that maybe provide different alotments and capabilities, or in full-on base missions allowing the players to configure their own within the constraints of the mission's tech tree.
Last edited by Harrrr; 11-08-2011 at 06:36 PM.
I want 3-4 time bigger unit, that will be more 2x time slower, than crawler in C&C4.
Something, like experimental units in Supreme Commander. Giant, slow, armored and looks epic.