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  1. #1

    Lightbulb THE END of the RUSH(ING) ? More Strategy ?

    [As a old time(began with Dune 2 on the 386SX20 PC) player RTS Player: I beg you : get rid of all types of rushers. Its not a brainless Real Time Shoot'em up but a Real Time Strategy always think about the game like a game of chess. All sixteen pieces are to weak to win the games on its self. They have to support & cover each other. Otherwise they are doomed. ]

    Subject:
    [As a old time(began with Dune 2 on the 386SX20 PC) player RTS Player: I beg you : get rid of all types of rushers. Its not a brainless Real Time Shoot'em up but a Real Time Strategy always think about the game like a game of chess. All sixteen pieces are to weak to win the games on its self. They have to support & cover each other. Otherwise they are doomed. ]

    [Make the light/simple/cheap Infantry,Vehicles,Air & water units very much dependent on expensive supply units/buildings or range/distance from your main (supply) base (like starcraft with their supply depots)]

    Description:
    [For the core & good old RTS(trategy!) players are ruhers a real pain in the ***(sorry for my words) and these players are not really STRATEGIC players but just brainless Shootem'up players. (you don't have to think much strategic by building masses of cheap/light units and rush into the base of your enemy and shoot everything into pieces. And the players who want to enjoy a game with advanced strategy and use of advanced/high tech units like a game good game of chess where not (only) the eights / sixteen pawns used but also the king(s)(=1 exclusive superweaponper player), one/two queens(=the most powerful air/water/ground unit) , two/four rooks (=2nd most powerful air/water/ground unit), two/four knights (=medium powerful air/water/ground unit), two bishops(=medium powerful air/water/ground unit).
    I got 2 thoughts how to do that:

    1 - Make the simple/cheap/light air/water/ground units & especially almost all infantry!! dependent on other (very) expensive or slow units or building(s) : These simple/cheap/light air/water/ground units & especially almost all infantry!! should run out of ammo/fuel or combat strength which makes them very less useful for rushes but still useful for defense and combat in a mix with other (advanced& more expensive))units.

    A) You need a supply tank/unit which only purpose is that it resupplies all these simple/cheap/light air/water/ground units & especially almost all infantry!! with ammo & fuel within a certain range on the map/battlefield. This unit is expensive,slow(er) not heavily armored and can't defend itself well,(like a kind of an harvester) The more higher experience or the available tech tree/level of the player or the unit itself (choose what would be better) this unit can support more units or wider range circle around of units.
    B) You need to buy or upgrade each barack / vehicle factory / air field / naval yard for/with an supply slot to support the troops/units you want to build in the buildings. So its like a supply depots in starcraft but it is a part of the actual building that manufactures/generates/trains the unit you want to build. You could choose to not allow to build any units anymore when a player doesn't have enough supply slots or just like in C&C with down with power/energy thar the units are almost useless when you don't keep up enough supplies at a certain level that your units need.(By the way, these supply slots should be the last part that are destroyed when such building is destroyed to counteract the negative affect of a (main) strike on the supply slots,)
    Of course like in A) The higher experience or the available tech tree/level of the player or the building itself (choose what would be better) this building can support more units by one single slot.

    2) Make weapons useless or set them on stun (=star trek :-) ) or very less effective(damage) or make everything immortal or not being able to be destroyed with certain time period. I Play many multiplayer games mostly only with friends I know and otherwise only on LAN parties because the I know they also like the rule which we all agree to : No rushes & attacks within the 1st 10 minutes of the game. Scouting is allowed. But scouting/revealing the map is only if you do it with one light unit and withdraw immediately if you encounter any enemy units. So put a countdown in the game and if you need to have a logic reason for having useless units in the beginning you could explain it in the game by an Elektro Magnetic Pulse that has been fired and all units have to adapt to it withing a certain time period. at present in every small thing there is a kind of computerchip, so why not in an advanced rifle too ? Its like in chess. A queen or other advanced piece can only come in action when there are not any pawns blocking it.]

    Positive Effect:
    [Anyone in a reply about this ?Very less rushers and more real strategy games/playerswith long(er) matches/games. My games take sometimes more than two hours but certainly at least 1 hour. Many old RTS / C&C fans/players could come back and like to play and advanced form of chess. ]

    Negative Effect:
    [Longer games,where you have to think again and not only just shoot'em up(Like in C&C 4 with its respanning and no harvesters), could scare off some casual gamers / beginners Like also chess does if you don't commit to game 100%.]

    Media:
    With every good game there you will have to learn first the rules before you can be a good player. many casual players/rusher is my opinion don't take the time /effort to read/learn memorize all these rule an unit/building specifications from a game and ruin the game experience for the real STRATEGY fans/geeks. Ever read Sun Tsu's 'Art of war' ? I did. Because I want to get better and better in strategy. I also play chess every week just keep my mind busy & sharp.
    [http://en.wikipedia.org/wiki/Chess]

    p.S: Forgive me my bad english/typo's and my dwarling off topic. (Ps i am 38 years old.)

  2. #2
    Lieutenant Colonel GeneralSGJist's Avatar
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    Welcome to the Forums, and thanks for your time in typing and translating your thoughts.

    Seems to me your overall goal is to reduce spam.

    Adding a fuel/ supply/ ammo system would indeed accomplish this, however it would require some micro on the part of the player.

    As in chess you have pawns for opening moves, thus is the point of fast light rush units. These unit types are to scout the enemy, and see what they are doing, so you can counter them. Although they can get quite annoying, having them require the ammo you suggest would make their job hard to accomplish.
    However, the suggestion of Supply like in Starcraft leads me to think about unit caps, which is an interesting idea to explore, such caps would encourage survival and effective use of existing scout units since you are unable to get too many of them.

    In the future, I recommend you limit your length and repeated words so people would be more interested in reading what you have to say, furthermore this will help cover for English not being your native language.

    Hope I understood, and hope this helps you refine your ideas.

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  3. #3
    Lieutenant Colonel Golan2781's Avatar
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    It sounds more like what you need is a preconstructed base/operation. I don't see a point in ruining many people's fun if the only actual goal of it is to skip the first few minutes without incident - that can be handled much easier and less destructive with other options. What is missing from your comparison to chess is that in the later, the game begins with all the pieces already placed on the field.

    An option would be a simple (optional) no-rush timer as in SupCom. Metal Fatigue had a nice 'buildup phase' option, basically you were given a fixed starting budget (there is no resource gathering during buildup), all players were restricted to a small area around their starting location (you could not move/attack/build outside) and construction happened almost instantly; only after all players signal that they are ready (or the buildup phase time runs out) did the game switch to regular gameplay. 30 to 60 seconds of buildup phase were enough to effectively start the game at the 5 to 10 minutes mark.

  4. #4
    Quote Originally Posted by Golan2781 View Post
    Metal Fatigue had a nice 'buildup phase' option, basically you were given a fixed starting budget (there is no resource gathering during buildup), all players were restricted to a small area around their starting location (you could not move/attack/build outside) and construction happened almost instantly; only after all players signal that they are ready (or the buildup phase time runs out) did the game switch to regular gameplay. 30 to 60 seconds of buildup phase were enough to effectively start the game at the 5 to 10 minutes mark.
    i have thought for a long time c&c could do with this option the game needs lots of customization imo. (for online play you would need a separate section tho/ so the majority of players in the normal area wouldnt have to spend ages deciding what settings to use)
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  5. #5
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    It should have a option for base building like a timer but as only a option. The rush is the fun part of the game take that out would make the game to be no fun. They are way to deal with someone rush you and if the rush does not work it can hurt the person who made the rush.

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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.