2011-12-11, 04:23 | Link #21 |
Komrades of Kitamura Kou
Join Date: Jul 2004
Age: 39
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I'm a staunch fan of popcaps and that's why I think Blizzard RTS' got it right. Frankly I'm tired of watching and/or playing the usual RTS where it's almost always the side with the largest built army that always wins. SC and SC2 games online are a blast to watch because popcaps made sure you made every unit and every strategy count as opposed the guy who could wag around the most guns. It made every game, every battle and even every skirmish require tactics and good micro because you knew you had to work within your popcap means and not live on macro playstyles.
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2011-12-11, 04:59 | Link #22 |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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Well, C&C 4 implemented popcaps for the first time in a C&C game, yet didn't do it so well. It basically went the way of Warcraft 3 and had you field too few units for their effectiveness, which meant battles became a distinctly rock>paper>scissors affair.
If they ever implement popcaps for Generals 2, it should be more similar to Starcraft than Warcraft 3: large enough that the battles can feel and be epic and to allow fluid counters, but small enough that you can't simply win battles via overwhelming numbers.
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2011-12-11, 05:51 | Link #23 | |
sleepyhead
Author
Join Date: Dec 2005
Location: event horizon
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Going on a tangent, the bread and butter units better be cool as shit, since that's what's fun to play and what's fun to watch. C&C3's infantry/tank mechanics were solid. Well, initially they were crap, after a few patches they were good. Some positioning micro, but no stupid things like SC2's strutter step micro. I also want my emersive C&C environments. No stupid unit/building size crap, units better come out of it. No kiddy nonsense (things like SC2's Bashee's properlas in space; or even the whole idea of a space platform to build your base on). No only-works-when-maps-are-simetrical crap, or only-works-if-map-has-ramps, or only-works-if-map-has-chokes. Building yo' base on a weird map was always half the fun. I personally want the old days of AoE style randomness back. It worked fine in Tiberium Sun and it's obviously not that hard. Imbalanced? like I care. Just make the damn generator balance if you really need it to be such, I want random maps, at least for singleplayer purposes. Let's see what else. Tanks and other vehicles better be faster then infantry and better be able to crush it. >:D None of the SC2 infantry-steam-boots or mechanical-crawler mechanics. Actually I hope they don't copy anything from SC2. The only exception would probably be "expantion play" but honestly SC1 did it better with no-rocks, no-gold, etc.
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2011-12-11, 06:37 | Link #25 | |||
Labda Prakarsa Nirwikara
Join Date: May 2010
Location: Pekanbaru (UTC+07:00)
Age: 37
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Dune 2 - 1992. Age of Empires - 1997.
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Let Starcraft be Starcraft, C&C be C&C, and Dawn of War be Dawn of War. Each has their own distinct flavor which works best for them and I'd rather have each of them remain their way. This. I want that "crunch" sensation when my vehicles ran infantry over back. And while we're at it, please please please bring back gory infantry deaths
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2011-12-11, 06:57 | Link #26 | ||
reading #hikaributts
Join Date: Feb 2009
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More supplies means more turtling and less expanding and rushing, besides unlike the other C&C games where resources were limited in generals however it was not, because people could buy structures (in China's case units) to provide end game income. Like the supply drops, black markets and hackers. If your supplies depleted too fast that means a bad resource management on your side. Garrisoned structures (and units) that could not be cleared with those convenient anti garrison weapons were horrible unbalanced, look at the fortified palaces, battle bunkers and the less static combat chinooks. Also that would unbalance some sides, seeing that china only had dragon tanks and gla toxin tractors as anti garrison unit. And they still die fast from 20 rockets from infantry garrisoned in buildings. The only safe way to kill heavily bunkered structures were with artillery units or with aurora planes. But that required late game technology and both of them are fragile and expensive, making your own defense or offence weaker. edit: USA will have problems clearing garrisoned builings if their are snipers or flash bang rangers inside. Every side will have problems clearing them. So in a way if you don't make them instantly clear buildings, then you would promote heavy turtling. Last edited by hyl; 2011-12-11 at 07:13. |
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2011-12-11, 07:07 | Link #28 |
reading #hikaributts
Join Date: Feb 2009
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In zero hour migs (regardless which one) were less effective thanks to the overpowered laser point defences. Also tactical nuke migs (even with upgrade) did poor damage on structures, so in this case the regular anti air structures and bunker type defences kill them easily. Not to mentioned it was a really late technology to acquire, because you actually needed to build a nuclair missile super weapon to get the upgrade, unless you are playing on a huge map or the battle has become a turtle and superweapon fest, it's not likely to see that mig at all.
edit: The non upgraded migs from the nuke general was pathetic. It has problems killing a humvee. |
2011-12-11, 07:12 | Link #29 | |
I don't give a damn, dude
Join Date: Nov 2006
Location: In Despair
Age: 37
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2011-12-11, 07:18 | Link #30 |
reading #hikaributts
Join Date: Feb 2009
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4 on 4 and the king raptors still win.
maybe 5 on 1 and the the single king raptor loses if the migs fire all their missiles at once. King raptors have 2 laser point defences (with 4 of them clustered you have 8 laser point defences at the same time) at once that refreshes every second, combined with countermeasures upgrade they could avoid 50% of the time unblocked missiles. Migs on carry 2 missiles, so ..... (you can fill in the gaps yourself). Also if you manage to kill that single king raptor, the chances are that your own migs get blown up by the explosion from their own missiles if they are too close. |
2011-12-11, 07:19 | Link #31 | |
I don't give a damn, dude
Join Date: Nov 2006
Location: In Despair
Age: 37
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2011-12-11, 07:24 | Link #32 |
reading #hikaributts
Join Date: Feb 2009
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The only way how i can think that it could happen is if the migs fired all of their 8 missiles at once and somehow not every missile gets blocked (which is impossible with 4 on 4 if the king raptors are close to eachother, so they have to spread somehow) and then the counter measures ability diverted one or more single nuke mig missiles the wrong way so it exploded randomly in the air, while the other king raptors accidently flew in the explosion.
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2011-12-11, 07:52 | Link #35 |
Senior Member
Join Date: Jan 2009
Location: NY, USA
Age: 33
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Bioware being put in charge of the developers for this has me scratching my head. I can only see the gameplay turn out like this:
http://i.imgur.com/aJVUT.png |
2011-12-11, 08:20 | Link #36 | |||||
Labda Prakarsa Nirwikara
Join Date: May 2010
Location: Pekanbaru (UTC+07:00)
Age: 37
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And at least change flash-bangs with frag-grenades (seriously, killing people with flash-bangs? ) Quote:
The tac-nuke thing never happened to me, so that's a rare case. In any way, Raptors are way more reliable than Migs since they have more missiles and Migs pretty much suck at killing aircraft since the firestorm effect was designed with ground-attack in mind.
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2011-12-11, 08:26 | Link #38 | ||
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
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But the premise of the storyline is lovely : Quote:
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2011-12-11, 09:29 | Link #39 | ||||||
reading #hikaributts
Join Date: Feb 2009
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edit: migs were also cheaper than raptors and the china airfield was also less expansive than the USA's airfield. The only reason why i would ever build an USA airfield in the first generals game was for aurora bombers and those choppers (forgot the name). Last edited by hyl; 2011-12-11 at 09:46. |
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