Ahh, the original Command & Conquer.... The great great grandfather of an entire genre. A holy relic from the golden age of strategy games. Despite the broken mess of coding beneath the surface of the campaign missions, despite the issues with multiplayer "balance", It has rightfully earned its place in the history books and will forever have a special place in our hearts.
But what if we didn't just take it as it is, what if we changed things up a bit for the sake of spicing up an old classic. My question to you all is this: would you... or have you ... ever changed the balancing in the original C&C? If so, what would you / have you done?
Using TibEd, I changed some things around to alter my C&C experience to better fit my idea of balance. You see, it has always been my opinion that GDI got the short end of the stick. They only have 11 units total, out of which only 5 are unique to them. Compare this to Nod, who has 13 units total, 9 of which are unique (not used by both factions). In my opinion, Nod has a very diverse tactical playbook and it's arsenal can support a number of different play styles. GDI simply pales in comparison, and is restricted to using heavy armor en masse to achieve victory. To even the playing field, this is what I did:
Increased the HP of the MLRS to 127 (Max TibEd will allow) and changed the armor type to 3, making the MLRS more resistant to infantry and bringing the MLRS into compliance with GDI's theme of being heavily armored but slow and expensive. At a cost of $800, the MLRS is priced the same as the medium tank. Being GDI's most effective infantry fighting vehicle, I feel the price tag justified the buff.
Changed the MLRS build requirements to only include the Adv. Guard tower, to match the Nod SSM (which only required the obelisk). This allows the MLRS to be used earlier in the game, and not restricted to a final tier unit.
Increased the HP of the Humvee to 170 to bring it into compliance with the GDI theme of heavily armored but more expensive. Infantry can still destroy the vehicle effectively, but the Humvee now has a slightly larger edge over the Buddy in one-on-one combat.
Removed the APC and the MLRS from Nod's arsenal, making them unique to GDI like in the campaign. This makes GDI feel more unique as a whole.
Increased the speed of the recon bike to 42, while lowering its HP to 150. This makes the recon bike more of a glass cannon , and restricts its use as Nod's primary front line armored fighting vehicle. It gives Nod more of an incentive to use light tanks.
Increased the speed of the light tank to 26. As it stood, the light tank had no advantage over the medium tank save for being cheaper to build (by a mere $200). I increased the speed of the light tank by 8 so it actually feels like a light tank, and plays more to Nod's overall theme of hit & run tactics.
Lowered the HP of the SSM to 115, but increased its speed to 25 bring it into compliance with Nod's theme of "light but quick".
Lowered the build level of the SSM launcher to 11, so it can be built in the campaign.
Lowered the ammo capacity of the Apache by 25% to make it less effective against structures and to reduce the effectiveness of Nod chopper spam.
Increased the price of the turret to $800 because of it's highly effective gun.
Increased the speed of the Artillery to 14 (turning speed left unchanged). This was done because the artillery is too inaccurate to be relied upon and therefore should have the ability to outrun at least tanks when fleeing after a miss.
*PROPOSED* Give the light tank a transport capacity of 2. To compensate for Nod's lack of an APC, I gave the light the ability to transport infantry, but its not nearly as effective as an APC. Seeing as how the light tank is based off of the M3A1 Bradley IFV, I felt it was fitting to return the vehicle to its role as an IFV / armored recon vehicle.
Increased sight range of all wheeled units to 4, making them ideal scouting units.
Reduced sight range of all tanks to 2, to the reflect the real-life restricted vision of tank crews, who mostly rely on sensors and fire control computers for targeting and firing solutions.
Thoughts? The only change I'm split on is the decision to give Nod's light tank the ability to transport infantry. This might make engineer rushes too easy to pull off as Nod, given that the light tank is more durable as the APC and GDI's base defenses are largely anti-infantry.