View Poll Results: Would you support this General mechanic?

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  • yes

    6 54.55%
  • no

    5 45.45%
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  1. #1
    Lieutenant Colonel GeneralSGJist's Avatar
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    A Veterancy Teching system?

    Subject:
    A Veterancy Teching system?

    Description:
    So I was thinking, wouldn't it be interesting to have a faction in which the primary way of getting from tier to tier is you would have to get veterans or just kill more units?

    So you would need to get specific units and unit types to veteran, upon which the 1st level onlocks T2, 2nd level tier 3, and 4th heroic level unlocks T4.

    There are many ways we could develop such a system, so I'll leave it open for discussion.

    I'm even unsure onh ow this could specifically work. And all its ramifications....

    vote to the general Idea......

    Edit:
    Here are several very basic ways it could work:
    1. veteran unit unlocks all units of type upgrades
    ie. Riffle men get vet, unlocks T2 upgrade like AP ammo for research for all riflemen

    2. vet unit unlock only near by units upgrades
    ie, the riffle vet only unlocks AP ammo for near by rifflemen

    3. we have a limited # of units, like 3 or so, which does this for everyone
    ie. A vet pred unlocks all T2 upgrades for research for all vehicles.

    Please vot to the General idea, not the specific one above.

    Pros:
    -Diversifies a faction from the others
    -Allows for mild customization
    -Encorages micro management

    Cons:
    -Balanceing
    -may get frustrating of out gunned since teching up would be hard.
    -makes teching up for such a faction contingent on combat effectiveness, which may be a steep learning curve.
    Last edited by GeneralSGJist; 11-14-2011 at 12:43 AM.

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  2. #2
    Sounds interesting. This could for example when certain amount of light tanks raises a rank, the war factory will unlock a medium tank. Then we can have that war factory benefit from the veterans too to unlock tier 2 tech units.

    My only problem with that idea is that you need to kill to reach a higher tech when there are other (and probably) better ways to reach that tech and that is through the buying/credits system.

    The game will grow boring especially if you can't access the rest of the techs because you don't have enough opponents to kill to reach it (cuz you already owned him early game).

    Maybe this idea can be implemented in some way but I don't want it to be any part of the core mechanic of the gameplay. And when I meant that (core mechanic) I mean the tech system relies on purchasing structures (or even upgrades) to reach a higher tech.

    This "kill for tech" system needs to be thought around thoroughly if it wants itself to be a major part of the core mechanic gameplay.
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  3. #3
    Lieutenant Colonel GeneralSGJist's Avatar
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    I agree, I'm thinking on this idea, it's complex but has potential if fleshed out right, lets see what we can come up with.

    And I won't be divulgeing my s[specific system, since I want this to be an exercise for community thinking, also what I worked out is for a mod and would be confusing if you didn't know the entire faction....

    Thing is there would be no need to get to higher tech if the enemy is just about defeated.

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    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.

  4. #4
    Major CnC_Fin's Avatar
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    Interesting, but no. I prefer getting higher tech by buying the structures I need.

  5. #5
    Lieutenant Colonel GeneralSGJist's Avatar
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    I'm only aiming to replace that for one faction....

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    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.

  6. #6
    Sounds like a tedious slow teching progress to me.

    Plus that would require a constant state of combat with a high survival rate to get sufficient veterancy ranks. I doubt that would incorporate well with a more fast-paced RTS as CnC is focusing on to be.


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  7. #7
    Lieutenant Colonel GeneralSGJist's Avatar
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    It requires this faction's units to be relatively strong indeed, in health and armor.

    Also given it's dependent and slow nature, it would allow each level to be even more effective at their tier.

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    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.

  8. #8
    it sounds like it would be too hard to ballance imo. and i dont know if it would really make sense for a team to get more tech because they killed a certain amount of units. its an interesting idea tho.
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  9. #9
    To be frank this sounds like it'd work for something like an alien, Zerg-like faction where the alien hivemind or what-you-will basically evolves as it gathers more intelligence on enemies it fights and starts mutating its forces to better adapt to the environment or something.

    I'd rather normal factions keep teching through buildings and upgrades. I think it's best to leave support powers and special units to be something that's unlocked by player exp, like in Generals.

  10. #10
    Captain R315r4z0r's Avatar
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    It does sound pretty interesting and would have a nice twist to the game play. However, I think that if this was made that it should be a separate game mode.

    As interesting as this might be, I'd still also like to see a classic teching system in the next game. If I had to chose old over new, I'd chose old. Not because I don't like this idea but just because I'm itching for a classic C&C formula after the C&C4 fiasco.

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