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Must be a lot of tech packed into that there trans-human jawbone.
Nod's purview has always been one of hit and run tactics, the original Ezekiel's Wheel was the epitome of this with its light armor, high-damage and rapid re-cloak, micro is a stealth tank's best defense. The stealth generators seem as though they were designed to make it feasible for Nod to have an established foothold in a region and pose an interesting counter to GDI's Ion Cannon as earlier versions(Anything prior to C&C 3) require pin-point accuracy in targeting enemy structures rather than blasting a whole base.
That being said, I think the splinter factions you incorporate should determine the makeup of each commander's own brotherhood, although that may be tougher to undertake. The freedom to shape your army by the technologies you adapt shouldn't necessarily be limited to a couple basic unit upgrades.
Where's the documentation on the different game modes?
Act on instinct, nice! I never really thought C&C and Starcraft could go well together, glad to see I was wrong.
This gamemode has never turned out as fun as I hoped, at least not when using it in RA2.
Personally, I think I'd prefer a tech shuffle where different units and structures of specific tiers/roles get swapped between their respective factions' tech trees. Not presuming this is possible, just making a pitch.
If you REALLY want to simulate natural selection, give the players no control over individuals until they have a basic brain, instead letting players tinker with designs itteratively until they work on their own.
That being said, I find this to be far more promising than I had hoped it would be.
Outstanding performances, every one.
Actually I did need to be told which was the better one, they both have their merits, but I like the left more anyways.
Seriously, that madness is kind of a big deal in the changeover to FS.
Simple remedy is to concoct a secondary plot element explaining that a corps of mutant warriors named their group/class in honor of the storied sniper.
I wasn't suggesting they not be allowed high tech? I just like the idea of a vehicle dropping cubes of scrap from things it has crushed.
They did have plenty of opportunity to pick the brain of the dude who helped decipher the tacitus.
Mac, you know what you doing, take off every Kodiak.
Oh, wow, those red cacti things really look great in game.
They really fit well with the otherwise barren desolation.
Perhaps the scrap it drops are compacted enemy vehicles whenever it runs something over.
Doesn't seem to functionally different from the MARV with that special ability.
How about that initiates an auto-repair system that deducts the "cost" of repairs from the tiberium it collects?
Reminds me of certain illegal breeds of cacti.
Sorry to double post, but that coop mission sounds f'n amazing.
I kinda feel like those yellow plants should uproot and move occasionally (maybe to get closer to the tiberium?) and when units get near they hastily take root again.
Iunno, just spitballing, may be too much.
They'd also probably need some defense mechanism if rooted and you try to kill them with fire. But I know that's not how plants currently work in the TS engine.
Might consider giving upgrade modules an "ammo" slot with the ability to stack infinitely so that they are "consumed" when collected, this would prevent people from exploiting the infinite upgrade glitch.
There's a distinct disadvantage to having long protrusions coming off of your head, typically, this is applied to helmet design, but in this case it'd still be an issue. One could hypothetically grab the end of one of those protrusions and have an easier time of snapping their neck, granted, the attacker would need to move more, but that gives them a major weakness if attacked from behind.
That being said, length of their... spurs? Could indicate combat prowess as a form of combat boast, better warriors wouldn't need to trim them so short, or they could be used to indicate status in some form of social hierarchy.
Mutants? Aliens? Extensive body modification?
That barrier's appearance in the last image need not be 'natural'. It would make more sense if it looked man made considering the surroundings.
I had a heck of a time installing this, booting in safe mode worked though.
Anyways, I started two new games and I noticed when you skip the tutorial you miss out on a landmark worth of points at the very start. Didn't seem to lose out on anything from the combat tutorial, though.
For a start, I think all commodities would be charged at a premium, that being said, ammunition could get smugglers a lot of money or at least be worth their weight in artifacts.
It certainly wouldn't make sense for there to be an ammo shortage in a relative warzone that has a high value to black markets around the world, no. But I don't think it'd be too cheap. Afterall, each bullet could mean one less customer in a semi-closed ecosystem like the zone.
I think you've got the right idea.
I don't think C&C 4 would have been considered so terrible if they had just called it what it was: A C&C themed MOBA designed by fisher price.
Also would have helped if it wasn't made according to a survey sent out to people who just bought Kane's Wrath.
So, Cruentus and Aboreus were present in the TS game files(As in the code, not actual .shps), but never saw the light of day, and this led to a lot of fan speculation on the topic, even whether it would be red or yellow, possibly even orange. As I recall, cruentus itself would have been unharvestable due to a lack of efficient industrial processing.
The sound has certainly progressed, and I like the new direction, although it might be more appropriate to call it a course correction as it maintains that same feel, but sounds better refined.
It was widely considered to exist in the universe as an extreme rarity, it had an appearance in Firestorm as a single recolored blue tiberium formation and was later used in C&C 4 for the research mechanic.
I just feel like it was established that larger formations tend to be more stable, hence the vinifera "trees" that were able to produce more tiberium even when the field had detonated.
Yeah, the only giveaway is where the water meets the shore close to the 'camera'.
You could probably make it even more convincing with some sort of effect. If it's possible, making the water more transparent the closer it is to the shore might do it. And I mean like, REALLY close to the shore, like a couple of feet or a meter out.
It looks awesome, but I don't think you'd be able to give a new and interesting delivery method for a blue tiberium bomb.
I think if blue tiberium was carpet dropped into an area and then detonated, that'd be a neat delivery method, but I don't think it'd generate an explosion like that.