-
Posts
930 -
Joined
-
Last visited
Everything posted by X3M
-
Please put on the todo list: - all none repairable units (infantry), heal up completely over time option. (about 50% the speed of the mammoth tnak) This for any game, but Dune2000 and TD are the most important ones. I know of really a lot of people who hate the fact that certain units never, ever can be healed or repaired. These units are considered useless in the long run and there for not used. This discrete and logical choice by players actually leads to imbalances, that are corrected with the heal option. A new valid strategy will now be, damaged infantry will be retreated so they can heal up. Not just damaged tanks. If it is impossible to implement, it is impossible.
-
Really, no one else? O well, then I simply talk to you. (At least you make sense) It seems that people choose the game based on what they prefer. I see more people saying that they prefer TD over all the other games. Any way, I need to set up a standard that players will understand, thus they build up instinct when they see a field; 1 spice field contains: 1 spice baloon in the centre 8 or 12 thick spice in the centre. Then a layer of thin spice of 16 or 20 around the 8, and 24 or 32 around the 12. Best is to start with 2 or 3 harvesters, eventually you can only station one when the field has been emptied. But in that case, carryalls are a better option than base expansion. Perhaps you can and want to answer these questions: What do you think of the above? Are there accurate numbers known on 1 square of spice or thick spice, their worth? Perhaps just like red alert, or should I experiment with this? How to stimulate base expansion as a nesity for survival/resource managment instead of just an "notching better to do" kind of base expansion? Smaller space?
-
1. I agree. 2. I agree. 3. I agree. Most hosts turn RTS into Real Time Spamming instead of Real Time Strategy. The most memorable game for me until now is the 2v2 that I played. Where resources where actually harder to get and the opponent was at a relative farther distance.
-
How do people feel about low resource maps? In general. But of course for Dune2000 as well. I have several reasons for playing low resource maps. The most important ones are increasing micro and preventing those (for me) boring spam games. It also could open some new strategies regarding resource managment.
-
Well, I agree with having fun when dealing with a turtler. However, Sim City base means actually a good looking base with walls around etc. Like how most bases where designed in TD. Nice wall around even if there are cliffs, with 2 turrets in front of an entrance and 2 obelisks in the back with 2 sam site's. It looks good, but takes time and well, is destroyed in an instant.
-
Wow, many to reply to. - Yes, the crates and hackers. Happy to find another person who dislikes the money spam. - I abused mission 6 with GDI; playing 7 and gathering like 1.000.000 credits. Thus starting the "difficult" (aka stupid civilians doing a picnic in tiberian) mission 8 with 200.000 credits. - Battle for dune indeed had an interesting concept. But it was implemented stupid. They should have done that if you have 1 or more extra fields. Your starting ammount of money, units and starting location on the map are adjusted. The bonus force that you could use was of no importance. And them attacking you, ehm, well, GG after 2 minutes. -.-.
-
Well, in that case. A thank you in advance. I got many idea's, but others should post as well. Start with resource managment: Even though spam feasts are fun. Low resource games should be possible and constant. Ore should regrow faster, but only in a limited distance from an ore pit. C&C3 is a good example for this. You need to "conquer" new fields (securing the ore pit). (Trying the same on Dune2000 right now) The aftermath units add a lot of fun and balance. I hope you simply include them? Could you increase the sight range for a construction yard? +3 would do. After all, on big maps I rather start with a Refinery than barracks. But I would like to know in which direction to build. And I want to build more open, even with the first 2 structures. Right now, the first few are all adjacent because vision is limiting me in placement.
-
I lolled at the sim citying the base. What about those who beg you to stop attacking them? I encountered plenty of those in the ancient past. Are there still of those around?
-
my acount was hacked and my anti virus deleted c&c.net from my compurter
X3M replied to VaporMaster0420's question in Support
I can tell my scanners to !@#$ off when they think they found something. It just so happened that each game from this site is suspicious according to my virus scanner and firewall. But I told them to !@#$ off and they where like. Hmmmm'kay. I used Ziggointernetbeveiliging (Ziggointernetsecurity) for removing Norton. -
If they ever do another Generals. They should limit the infinite money. It completely killed the game for me once the option for infinite money was opened.
-
I should stick to one forum with these remarks . Any way, I am going to search for this option now. Aftermath>>>RA. Edit: Somewhere I saw a complaint about the Yak being to expensive. Think they are right. Perhaps 600 for a Yak. Dog's are not used; 200 is too much too. 1 dog equals 1 rifle infantry in combat. The most alert one wins. Thus the dog should be 100 only. These price modifications are only a wild guess thought.
-
Yaaay!! Keep up the good work!
-
Hey there, guess who! Any way, I noticed how red alert already has all these options like ally at the start etc. Can most of these be implemented in Dune2000 as well? Another one would be a limitation on harvester, like saying, not unlimited but inserting a number. Just like how you can have 9999999 credits with red alert. Stuff like that.
-
Implementation of The Aftermath..... solves about 70% of the problems. The chrono tanks are to be used against mass CY and even better Power Plants. Thus Teslacoils suffer the consequences of no energy. Further, most maps are about amassing mass massive tanks. Too much resources! Get some low resource maps out there for the people who like micro instead of macro. I agree on the medic by the way. I guess the mechanic could become cheaper as well. 400 and 500 instead of 800 and 950?