

Command & Conquer 4
#151
Posted 28 July 2009 - 18:29
I'm getting my Gamestar tomorrow, so I could give you some info if there is something missing here

#152
Posted 28 July 2009 - 20:51
#153
Posted 28 July 2009 - 23:53
EA_JFeasel said:
Your friendly gameplay designer JFeasel here with another design update. Scroll down to the bottom of the list to see all of the latest and greatest information about C&C4!
Don't forget to pick up a copy of PC Gamer UK, Gamestar, and a number of other publications featuring C&C4 this month, and head over to commandandconquer.com to check out the latest Battlecast Primetime (starring none other than Kane himself) and the awesome trailer video!
Q: If I'm facing a higher-level player, will their units be more powerful than mine?
A: Absolutely not. As players progress in levels, they will unlock units, structures, and upgrades that allow them to affect the game world in different ways. New units change the counter scheme or how the opposing player must use their units. Higher-tier units are not simply lower-level units with increased attack power. Consequently, a low-level player will have everything necessary to counter any unit in the game.
Q: Will C&C4 include upgrades?
A: Yes! All classes in C&C4 have a wide array of upgrades available to them. This includes global upgrades and upgrades achieved through other means.
Q: Will C&C4 use the SAGE engine?
A: C&C4 is built upon the same engine as Red Alert 3, with many additional improvements. More information on the advancements made to the engine will be forthcoming.
Q: Has the pathfinding been improved in C&C4?
A: A significant amount of additional code work has been undertaken to ensure that pathfinding in the presence of ten large Crawlers will not fail under extremely stressful circumstances. The pathfinding team continues to refine the pathfinder on a week-by-week basis.
Q: Will there be any base building in C&C4?
A: The defense class can indeed lay out a full base, which includes a wide array of different assault and support structures.
Q: Will there be epic units, similar to Kane's Wrath? Are the Crawlers epic units?
A: While there are many powerful and earth-shattering units in C&C4, all units ascribe to the counter scheme and can be defeated quite handily by even a low-level player's arsenal. While all Crawlers gain weaponry, the power of the Crawler is in its ability to produce units and structures, and you will find that they should not be left unprotected for long.
Q: A recent article noted that the units being used missed against moving targets, is this interaction going to play a major role in the game?
A: There are a large number of interesting unit interactions in C&C4, nearly every unit is different! In this particular case, the units being used had a chance to miss while moving themselves. This interaction strongly rewards the player for stop-micromanagement (stopping the units right before they fire), while enemy units can make use of the interaction to kite the assaulting player, forcing them to miss.
Q: Will there be any penalty to losing the Crawler? Can the Crawler instantly respawn?
A: There are several penalties to losing your Crawler during a match, which are currently in flux as we continue to fine-tune our gameplay. Currently, there is a 20-second respawn delay when the Crawler is lost, and any upgrades in progress must be restarted. This allows players to harass player tech and map control by specifically targetting the Crawler.
Q: Is the Mammoth Tank going to be in C&C4? Is the large walker the Mammoth Tank?
A: The large walker seen in the released screenshots is the Mastodon. The treaded Mammoth Tank will indeed be making a comeback but has not yet been shown. Stay tuned!
Q: Is the large, crashed ship seen in recent screenshots the Support Crawler?
A: Nope! The Support Crawler is similar in size to the already-seen Offense Crawler and has not been seen yet.
Q: Is there a population cap? What are the numbers (X/100) seen above the units on the UI?
A: The numbers shown above the units tab indeed represent a population cap. In C&C4, players are limited in the number of units they can make by Command Points, which allows the player to make smart decisions about which units they want to produce depending on the current state of the battlefield and limits single-unit spam and snowballing of attack power.
Q: Does the Crawler gain experience and level up during a match, like a hero?
A: While the Crawler can gain veterancy, just like a unit, all of the experience gained on the battlefield is gained directly by the player, allowing the player to unlock additional units, structures, powers, and upgrades, once the battle is complete.
Most shockingly: HOW THE BLOODY HELL CAN WE SPAM TANKS WITH THE POP CAP! D:! (Also, stop stealing ideas from other RTSes and innovate, since you've gone so far from the classic C&C formula already)
Edit: OP is HERE for the people interested.
Edited by Amdrial, 28 July 2009 - 23:54.
#154
Posted 29 July 2009 - 00:36
Interestingly, the gameplay dynamics of that game were rather better than most other EA games were. I'm slightly curious now.
#155
Posted 29 July 2009 - 03:50
Quote
Cheers, I was going to mock those who are against the pop cap but you've already done it for me.

Assuming you're being sarcastic?
It does sound pretty good though, since the whole formula was getting kind of stale.
Edited by RaiDK, 29 July 2009 - 03:51.
Masonicon, on 17 Oct 2009, 13:44, said:
#156
Posted 29 July 2009 - 04:42

"Once upon a time in 1700's, Imperial Britain had its share of terrorists...And they were called Americans."
#157
Posted 29 July 2009 - 04:54
#158
Posted 29 July 2009 - 14:09
#160
Posted 29 July 2009 - 16:49
Golan, on 29 Jul 2009, 15:09, said:
That's not a lot if they do like in BFME : having some units require more CP than others.
Imagine that every armored vehicle costs 5 CP, then you can't have more than 20 Tanks on a battlefield at the same time which is lame IMO.
#161
Posted 29 July 2009 - 17:06

#162
Posted 29 July 2009 - 17:19
#164
Posted 30 July 2009 - 07:10
Quote
But cnc is identical with no unit cap, you can build as many units as you want.
Wait, why I have the same feeling like when Generals come out? (the pro-cons about bottom bar and dozer building)

NProject Mod -- Recolonize -- Tidal Wars
#165
Posted 30 July 2009 - 09:57
Commander Carl, on 29 Jul 2009, 17:49, said:
Golan, on 29 Jul 2009, 15:09, said:
That's not a lot if they do like in BFME : having some units require more CP than others.
Imagine that every armored vehicle costs 5 CP, then you can't have more than 20 Tanks on a battlefield at the same time which is lame IMO.
20 tanks per player still means a battle of 200 units at once, which is quite a lot, especially when seeing that EA has been favoring smaller maps in recent years.
Edited by Golan, 30 July 2009 - 09:57.
#166
Posted 30 July 2009 - 10:51
Golan, on 30 Jul 2009, 10:57, said:
Commander Carl, on 29 Jul 2009, 17:49, said:
Golan, on 29 Jul 2009, 15:09, said:
That's not a lot if they do like in BFME : having some units require more CP than others.
Imagine that every armored vehicle costs 5 CP, then you can't have more than 20 Tanks on a battlefield at the same time which is lame IMO.
20 tanks per player still means a battle of 200 units at once, which is quite a lot, especially when seeing that EA has been favoring smaller maps in recent years.
That's only for 5vs5 matches, imagine a 2vs2 one with one player turtling defenses in his base...
Anyways, we can't judge of that yet, we'll have to wait for the beta

#167
Posted 30 July 2009 - 13:04
Edited by Zeke, 30 July 2009 - 13:05.
#168
Posted 30 July 2009 - 19:37

kudos to Pasidon for this awesome avvy and siggy!
#170
Posted 31 July 2009 - 13:48

kudos to Pasidon for this awesome avvy and siggy!
#171
Posted 31 July 2009 - 14:24

#172
Posted 31 July 2009 - 14:36

kudos to Pasidon for this awesome avvy and siggy!
#173
Posted 31 July 2009 - 14:45
#175
Posted 31 July 2009 - 16:13
Commander Carl, on 31 Jul 2009, 16:00, said:
Actually, they did specifically say that the end of Kane's storyline does not mean the end of the Tiberium storyline/universe.
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