No, Power should be kept in the traditional C&C way. Even in Generals, power plants were part of it (except the GLA, but that fit in with it).
Yes, i want new resource type in the next C&C
No thanks, one is enought
No, Power should be kept in the traditional C&C way. Even in Generals, power plants were part of it (except the GLA, but that fit in with it).
-Plasticz, aka @Plasticcaz
I shall await the return of Tiberium in the name of Kane! KANE LIVES IN DEATH!
Favourite C&C: Tiberian Sun; Reason: Atmosphere, what more needs to be said?
What he said ^^
For discussion on a change of harvesters
http://www.commandandconquer.com/for...ing-harvesters
keep with teh tried and tested, no need to add more junk.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
What about using oil as the primary resource in the next game. A modern day war is likely to be fought around oil. Not only providing your army with an income but it could be used to fuel your power plants also (Keep the oil flowing and you have power) To go further each mechanical unit such as tanks and planes could have an oil requirement.
Positive Impact:
A realistic setting, raises the importance of infantry units as they would have no oil requirement.
Negative Impact
Strategy of stopping income flow could become only strategy used.
This is possible, although I wouldn't think of oil as a main resource for war, but more of a main motivator for modern conflict. So, incorporating oil if it's a modern RTS would be great, but overall what fuels war income is money in general (especially taxpayers, investors, etc.). So if you want realism, it may make just as much, if not more sense, to have the main resource provider be the stock market or GDP of the faction, not necessarily the oil. Sorry if that was worded poorly, but my main point is that in a modern war game you may want to use a fiat economic system rather than something based on physical resource. And with regard to oil derricks and secondary supply sources (not a second economy, one is fine along with power), what about having options in the game menu to enable/disable secondary sources? This way, you can choose whether you want a more lenient system with possible "infinite supply", or just a static amount in the beginning. If you forced static value at the start, it could be a lot more challenging and emphasize smart play rather than brute force. On top of that, you could even have an option to "choose your collection method". For primary source, select either tiberium, ore, or crate supply. Secondary sources (on map and/or built) could have an on/off radio switch in the game menu also. This would of course be dependent on whether all or any of these options fit in with the theme of the game.
my main point was that no matter what kind of resource you be collecting (oil, minerals, something else) is that with the second resource you can buy upgrade points
none of the previous C&C titles have this implemented and this will be something new for a change
in the last C&C you could upgrade some of the units (but not all) so this time we need to have upgrades for all the units. since you be needing alot of upgrades you would need a constand flow of upgrade points. the second resource type can take care of it.
Yeah, I see where you're coming from. I personally think it might get too complicated, but I guess it depends on how the devs would implement it. If they do, I'd definitely hope they use a different unit of measure so you can tell the difference. And with respect to the secondary sources for a given economy, I was just reflecting on what Incia was talking about earlier.
That may be possible. Or just have the same type of harvester be able to gather both goods, and have it so the differences in the resource and its gathered quantities are clearly marked. This may be more manageable as you don't have to keep track of two harvesting systems AND two economies. Perhaps we could take your "upgrades as a resource" concept and make it a tech structure instead/in addition to the original proposal. Much like a reinforcement pad or an oil derrick, one could have a research center that could be captured. Then the person who captured it could receive unit upgrades or new technologies added to the units, but at a slow rate (maybe every 5-10 mins, perhaps?). Just an idea.