The noble Atreides, the insidious Ordos and the evil Harkonnen. Only one house will prevail.... This forum is for the discussion of Intelligent Games' C&C inspired recreation of Westwood Studios' Dune 2.
Remember the original Command & Conquer? Remember all the units, characters and themes from the game? Remember the gritty feeling of RTS Warfare? Remember Tiberium? Well, that classic game from the early 90's that spawned over a dozen titles and revolutionized the RTS Gaming World has been reincarnated in the advanced 3D World of the C&C Generals Zero Hour SAGE 3D Game engine!
I now placed enough posts into the questions area about
path finding was suggested, being an obvious thing to do
APCs, Helicopters, infantry crowd control with transports, crowd usage of helicopters, un-attended auto-refill
walls and fences, how to use them viable, with a implement example, suggested
Rak cruisers make it into normal games, together with original C&C1...
...landing pads, finally playable to transport single vehicles over sea; with crowd controls to enable mass -transfer vehicles (I did not write this, but its obvious result of this if would done),...
...and queue suggestion for buildings, resulting in a...
...better controllable, larger scale, better 'trashing' escalation with tic-tac-toe out the game with larger army forces
mine layers I also suggested; I find them great, to make usable in large scale, to occupy a large area with a closed or intersected patter, with un-attended auto-refill
make useless radar vehicles and all useless units viable, including bunkers, artillery and jeeps etc.->
infantry in buildings and forests save from squishing
I am pretty good in making suggestions that fit into universe
desireable would be some new campaign/campaign editor with access to the world map to choose custom missions, with definable mission order, that does not influence
the old campaign that is accessible in 100%old shape
maybe some world conquest mode, with access to world map, like the mode in C&C Kanes Wrath, BUT 100% accessible with COOP/Multiplayer, which encloses/finishes up what C&C is about: World domination games, extending over multiple skirmish games, with similar strategical options like Kanes wrath with custom battle groups - and not a stupid AI, hence players.
The campaign related options are big, but in the openRA-style very easy-to-implement-high-effect products, that could change the community in a positive way, without faking the C&C1-feeling.
I could go on
IMHO, Perfect answer Mole40k.
I also suspect that the resource system is flawed for the multiplayer experience.
The single player missions feel decent to me. But in most. It is mass titans. Just like how td players go mass medium tanks.
I as for me priorize the 3-ref 2-power plants build, as being the best balance of both: you are a bit late for early vehicles, but strong enough with infantry to defend/harass, before the enemy defenses become meaningless for infantry.
I am a pretty good player, but caught to play with regular players, no idea, and not worth the cost, to hyperjump to turnament players that I look up to in the TV.
4-5 refineries are over the top, because you cannot spend your income without vehicle production, but can be still in-time if your early scouting determines, that the opponent is not buggy-rushing you, which can make your early infantry-defense inferior, even with large amounts of infantry. So if the opponent gives you the time with not-attacking, you can slip through with more refineries. And its a skill game, if you can get up with the vehicle production, with calculating that your late Weapon factory is also a popular target, just when its late-but-finally arrived, exactly then, its a vulnerable target. But there are mobs who count better than me?