View Poll Results: Should the new game feature new resource type?

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  • Yes, i want new resource type in the next C&C

    14 24.56%
  • No thanks, one is enought

    43 75.44%
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  1. #51
    Colonel StormWolf's Avatar
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    Each universe should stay with the resource it has.
    Tib crystals for the Tib universe.
    Ore for the RA universe.
    Supplies for the Generals. I didn't mind the secondary resource options that they had for each faction.

  2. #52
    Quote Originally Posted by StormWolf View Post
    Each universe should stay with the resource it has.
    Tib crystals for the Tib universe.
    Ore for the RA universe.
    Supplies for the Generals. I didn't mind the secondary resource options that they had for each faction.
    I mean, that power can be an something, like power in Supreme Commander. SO each structure need X power, so you cant build a lot structures around one-two power plants, or you will not have enought energy for support them

  3. #53
    Master Sergeant WeedWhacker92's Avatar
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    Quote Originally Posted by GeneralSGJist View Post
    @Weedy, Sure, that's like a secondary,
    some people were discussing harvesting underground Tiberium deposits, but different from spikes.
    Well, I do like the idea of a secondary income, but it should all go to the same source of credits required for structures & units. And I'm basically just saying the same thing, but with a different modus operandi.

    So overall, there could be 3 (or 4 with a salvage resource for a lower tech faction like GLA/Forgotten/something) sources of income:

    Main - Ore/Tib/Supply Docks
    Secondary - Ore Node/Tib Node/[idk for generals, probably the same buildable sources as Gen/ZH]
    Tertiary - Oil/Tib Spike/ect.
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  4. #54
    Lieutenant Colonel GeneralSGJist's Avatar
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    Quote Originally Posted by Existor View Post
    As I said on this forum (can't remember, where), it will be nice to see energy resource, as support for buildings, stationary defence fire shots, special abilities for all units, etc.

    So if we want to use ability, like scan, or shoot with more weapons at one time, just produce more energy.

    So instead static number of required and produced energy, make it more detalized. Like in supreme commander, but introduce it with C&C stuff - unit abilities, support powers, building abilities, VERY SMALL amount of energy can be used TEMPORARY for produce units.
    Kinda like this? But more expansive?
    Maybe units can direct power abilities when near a power plant? Or after charging their personal power packs, which drains the power output of the plant for a short time?

    But like this:
    http://www.commandandconquer.com/for...ing-power-quot

    @ WeedWhacker92, yes. that is why we need a new secondary across all universes like salvage, or just alternatives like undeground Tiberium or or Oil Diamonds!

    and hope i can call you weedy.
    Last edited by GeneralSGJist; 06-16-2011 at 08:31 AM.

    Need a Classic Tiberium Universe Fix? Visit Tiberium Secrets
    Quote Originally Posted by Davoplayer
    let me start by saying that you are the most respected by me from anyone i have met in the c&c universe. your actions make that possible, nice to noobs and hold ground even when a bunch of douche forum 'vets' trample your means of c&c.

  5. #55
    You could add manpower as a resource.

    Control population centers and get a bonus to training times.

    Just a thought

  6. #56
    perhaps a secondary economic power, unlock certain type of construction of units, structures, super special. etc

  7. #57
    Master Sergeant WeedWhacker92's Avatar
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    Quote Originally Posted by GeneralSGJist View Post
    @ WeedWhacker92, yes. that is why we need a new secondary across all universes like salvage, or just alternatives like undeground Tiberium or or Oil Diamonds!

    and hope i can call you weedy.
    Of course you can lol
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  8. #58
    Major apt.pupil's Avatar
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    I owuld welcome the Tib veins back

    Use Torrents? I know what you have downloaded. click my sig for proof

  9. #59
    This reminds me of an idea that I had once had.

    My idea is that there would be two types of resource, "Credits" and "Liquid Tiberium," but you would get both from harvesting Tiberium. The basic idea is that everything would cost a certain number of credits, but Technology structures (like the Command Post and Tech Lab in C&C3) and upgrades would also cost a certain amount of Liquid Tiberium.

    The purpose of this is not to diversify the player's economy (it does not, because the player is still only harvesting Tiberium), but rather to slow the player's ability to tech up. To that end, players would be able to sell their Liquid Tiberium for credits, but not the other way around.



    Quote Originally Posted by CnC_Fin View Post
    I like the system of 1 resource. I prefer using my funds from the regular resources to buy upgrades rather than having to harvest another thing to buy them.
    I'm just going to preemptively point out that my proposed system meets this criterion: you don't have to harvest something else to get Liquid Tiberium, as you get it along with credits when you harvest regular Tiberium.

  10. #60
    Major Coolness7's Avatar
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    They should have Tiberium and the weed veins from FS in a game set in that era. Unless its some kind of medieval game I don't see how many resource types you would need... Oh wait I can picture it right now: Command & Conquer - Colonies, the goal of the game is to gather ore, wood, and gold so you can spam 1000 horsemen and musketeers to overwhelm your opponent.
    Generals 2? Yeah its about damn time
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Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.