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  1. #11
    I added * 4 because you bulit 4 at once. However this was wrong. But look what the price is fro strong wall then 4000 and for steel wall 20 000. (just for 40 pieces which may enough to cover one side)


    upgrade while replacing?

    I mean this
    http://imageshack.us/photo/my-images...ebitmapnw.png/

    Quote Originally Posted by Ferret840 View Post
    I have to say I agree with most of this. The things I would change is the price of the research, should be a bit higher, especially for steel.
    Perhaps:
    Fence: $100 Research
    Concrete: $500 Research
    Steel: $1000 Research
    I think these prices are a bit more reasonable.
    Also, there should be perhaps a $250 (Dunno on price) Gate that works with all but sandbag. Theres some changes to the properties I'd change.
    Infantry should also be able to climb over the sandbags, but really slowly and they can't fire cause they're walking carefully.
    The fences would block infantry, but all vehicles can run it over, with light vehicles maybe slowed or something
    The concrete and steel fences are fine with me though.

    But again, that's just my opinion
    Lol so you bulit 5 blocks = just enough to cover one side of refinery and it cost the price of superweapon ?
    Even if you mean 1000 = 4 blocks its just 20 of them. 20 blocks for 5000 $ steel ?
    Last edited by stephanovich; 09-29-2011 at 08:56 AM.
    GENERALS II
    -Base building
    -Walls building
    -Internet gaming
    -Harvesting
    -More game modes
    -Build up money increasing buildings
    -More options and better unit handling
    - Kill enemy units. Gain experience. Get new abilities

  2. #12
    Maybe one type of laser fencing with upgrade levels would be a good idea?

    But they're providing extra defensive power for structures, so there should be power consumption for each laser fence (like in Tiberian Sun) and should be require more power for each upgraded level. That will be more fair game , your ideas are good but looked low cost to me

  3. #13
    Captain R315r4z0r's Avatar
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    Quote Originally Posted by Nervmich View Post
    I added * 4 because you bulit 4 at once. However this was wrong. But look what the price is fro strong wall then 4000 and for steel wall 20 000. (just for 40 pieces which may enough to cover one side)
    The most wall segments I've seen defending one side of a structure was 6. If you want to box an entire structure in with walls, that will be about 20-30 segments.

    The price needs to reflect the usefulness of the wall type. Even though I admit that my price range is only an example and would need to be refined, the prices still do need to be reflective of the ability of the wall type.

    For example, I strongly believe that if a steel wall is made, then it should be very expensive because it is extremely useful. Not only would it be very hard to destroy, but you would be able to build garrisons on it for your infantry to use. That's something that should cost you a lot of money.

    However, if you just want to make a quick protective barrier around a structure, then you just need to spend a few hundred credits on some sandbags or a chainlink fence. Doing that will at least prevent enemy engineers from capturing your structures.


    As far as replacing your old walls when you upgrade, that simply wont happen unless you want it to happen. If you want to make a section of concrete walls and then put some sandbags in front of it, you should totally be able to do that. Just because you research new wall technology doesn't mean all of your walls will change to the new upgraded versions.

    You built sandbags already, so unless you spend more money to upgrade them individually, they will stay sandbags even if you unlock fences or concrete walls. This lets you combine cheaper walls with more higher tier walls.

    I'm not trying to make a big complicated production with walls. They serve one purpose: stall enemy advancement and disrupt their automatic path finding. Combining them really serves no purpose other than adding a redundant layer of defense and making your base look pretty. That's not the goal here.

  4. #14
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    Quote Originally Posted by R315r4z0r View Post

    I'm not trying to make a big complicated production with walls. They serve one purpose: stall enemy advancement and disrupt their automatic path finding. Combining them really serves no purpose other than adding a redundant layer of defense and making your base look pretty. That's not the goal here.
    so you might as well use mines. upgradable walls will fit only in ancient RTS's (Age of Mythology). and walls in general work only in the campaign (for the most)

  5. #15
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    Quote Originally Posted by RKTGX95 View Post
    so you might as well use mines. upgradable walls will fit only in ancient RTS's (Age of Mythology). and walls in general work only in the campaign (for the most)
    There are plenty of mods that make good use of walls. Not only that but previous in previous C&C games, if you didn't build walls you were at a big disadvantage.

    I'm trying to think of a way to make walls more useful so that they WOULD work in multiplayer better. That's the point I was trying to make in that quote you mentioned.

    The way I see it, there are two types of C&C gamers. Some prefer to use their units and create a constant offensive as to keep the enemy from attacking their base. The best defense is a strong offense. But there are others that prefer to first make sure that their base is secured before they move their units out and leave it unguarded. The purpose of having an upgradable wall system is to appeal to both of these types of people.

    If you're the kind of person who just likes to suppress your enemy with wave after wave of units, then you probably wont have much time to do base maintenance on the side. That's where the sandbag comes in. It works to slow down units and prevent infantry from walking over where they are constructed. They are the perfect defense for keeping engineers out of your structures. And, best of all they are cheap and easy to build. Just a quick 200 credits and you've just boxed in your conyard. Now you can continue making units without worrying about an engineer stealing your base.

    But lets say you're the type of player who wants to make sure their base is safe without spamming countless units? That's when you make use of the upgrade system. Spend a few more hundred credits and you can create fortresses around key areas in your base so that you spend less time worrying about your valued structures and more time about assaulting the enemy.

    It's quick and easy for those who like to move fast, but also strong and durable for those who care to spend a little more time preparing their defenses.

  6. #16
    Lieutenant Colonel GeneralSGJist's Avatar
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    How does this wall idea defend against portal Guns? XD

    In General, i agree with the concept, but the more i think about it, the more i see it as a little low tech....

    I guess that can't be helped too much,

    Another question here I have would be how would you have faction diversity with such walls?

    At least looking at the factions? no sub factions.

    I'll see what I can work on in implementing it in tiberium secrets, if i have your permission to do so?

    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.

  7. #17
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    Tbh, each factions walls should just do the exact same. Hell, it wouldn't even matter if they looked exactly the same. But if you want them diversified, just design them to look differently for each side. As far as functionality goes, they should do the exact same thing.

    Or perhaps the T4 varietent should be faction specific? For example, a GDI type faction could use the durable steel wall while a Nod type faction would use laser/force field walls which would disintegrate anything that walks into them (including munitions).

  8. #18
    Lieutenant Colonel GeneralSGJist's Avatar
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    Looking different but doing the same thing is the opposite of faction diversity.

    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.

  9. #19
    I agree with everything you've said. This idea is great as I am a defensive person who like Arty and long range stuff and making loads of defences to protect them. The 4 tiers idea is great however I would like to play with the prices as in test how much it would cost the go around the whole of an average sized base and how much to upgrade the how thing each time. I think the T3 and T4 should look team specific as I like my walls to match the base. You don't want light coloured walls for a dark looking NOD base.

  10. #20
    Lieutenant Colonel Borreh's Avatar
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    Too complicated with the add on of steel walls, and I see no point in making a price list now, when we don't even know the title of the new game, not to mention the economy system.

    I'd rather see two, max three wall types. Maybie merge steel and concrete into one kind. Or make sandbags -> concrete -> steel.

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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.