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.
Yes, i want new resource type in the next C&C
No thanks, one is enought
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.
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.
ThaBo$s Man's back
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.
You could add manpower as a resource.
Control population centers and get a bonus to training times.
Just a thought
perhaps a secondary economic power, unlock certain type of construction of units, structures, super special. etc
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.
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.
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![]()