Summarize this update: "So, the coolest thing about the KMC is their giant ******* mech. LET'S GIVE THEM MORE!"
Eeeh, I disagree. It looks fine to me.
TBH it already looks pretty good but if it can be even better sure.
This seems to be happening to a lot of mods lately for some reason.
More immigration is literally the exact opposite of what the Japanese government wants right now. Of course this is a joke.
Also this would not stop anyone from illegally distributing it outside of the country.
woah a DoC update.
HQ link: Video.twimg.com
This is like the best ******* idea for a game ever my god.
Here, creature creature creature.
I can respect that. IMO there is already plenty of ways to be like that in this game just due to the way its mechanics work, but that's fine if that's how you want it to be approached.
Sorry to be a little snappy there.
All pretty solid changes, I really like the Harvester idea it's neato.
I'm not sure if the Plague Strike thematically fits with Japan, though. I guess I'd have to look into the lore you have in mind to be sure about that.
I don't think this is a bad or not useful superweapon. More experienced players can get it and use it properly and effectively, but I just think that a larger more casual playbase will have no idea *how* to use it properly or the way you intended for it to be used.
My concern is not that it isn't useful or good. My concern is that more casual players won't know how to use it. It's not that it isn't good. It's that it *is* good. Its that it's *too* good. It's too good to use. You only get one every time it finishes recharging, but it has a lot of value. I know that more experienced C&C (and StarCraft) players will more or less know how to use it right off the bat, but casual C&C players (and they *do* exist and there *is* a lot of them, I'd say I'm reasonably casual) won't know how to properly use it.
A casual player's instincts is to save it because it is their understanding that the longer they save it, the more value they will get out of it. This is a basic fact you can see in virtually any kind of game, but most-notably in RPGs with super rare or 1-time use equipment, items, or abilities. This is not how you want to use this superweapon, though. In fact I'd say probably the exact opposite is true about it, the longer you save it the *less* value you get out of it (but that's a completely different topic). But this goes against core instinctual behavior that games tend to encourage you to do with design like this.
When you look at the vanilla SWs, the Weather Storm and the Nuke, these pretty upfront do a lot of damage and that's it. So their usage is extremely simple. They take some time to go off, so generally you just use it to damage infrastructure. You can't really think that way with this Superweapon, though. There is a lot of tactics involved in its usage. You can use it in so many ways and there's so many important and useful ways to use it, but the problem is that's not how a casual player will think about it. They will think to save it as long as possible to use it on as big of an army as possible, and they won't even consider that new units could walk into it without the enemy noticing. They don't think about the wider array of usage. So, my suggestion was a smaller less effective but much more readily available version for casual players that has much less value but can be used more frequently, thus encouraging them to experiment with it more because they don't have to worry about making sure it's as cost-efficient of a use as possible when they use it becaue they'll be able to use it again sooner. And this gives more experienced players even more value out of the mechanic that they can abuse.
*My* experience is nearly a decade of hardcore game design, design overanalysis, and theory across several genres other than just RTS as well as a little bit of formal education and training. So, I don't really see why bringing that up was relevant or important at all. I have a pretty reasonable understanding about what I'm talking about. My approach is more Nintendo-y, it's about predicting and controlling the mindset of the player so they use the things you spent time and effort on making and that you want them to use.
Wait so the garrage is going to be an actual mechanic or what?
Cool presentation for this. :D
So it's kinda like SC Stasis, or EMP but a bit weaker. On the one hand, you want it for specific units that you know you need to lock down. On the other hand, it'd be nice to lock down big armies in general. Both of these niches contesting for this plus the fact that it probably won't have a short cooldown (and maybe even a cost) means it's going to initially struggle to find its place. People really weigh the idea of a negative heavier over a positive, even multiple positives. They're going to want to save it and figuring out the right time to use it so it is going to take time for the meta to figure it out.
Something that may be more apparently useful I'd like to suggest: At the same tier / requirements, provide a second one that has a much shorter cooldown but is also smaller and, if the first one costs money, make it slightly less cost-efficient. This will give players some breathing room because they'll be more willing to use more liberally the faster charging and cheaper (but less cost-efficient and smaller) one so they'll still get the effect that this Support Weapon gives but can still save the bigger one for later.
Well I wouldn't say it's perfect but it's free and stable and has pretty decent quality but it's one hell of a CPU and Memory hog even by high-fidelity recording standards though because it is open-source problems like that can be fixed by anybody at any time.
You've definitely gotten a lot better too that face is a lot more accurate to the original by comparison to most of your other models.
dude same ha ha corey in the house and **** lmao
holleee **** welcome back my dude
I feel like that's a bit too long to build harvesters, but Idk I think I'd have to actually see how that has an impact on the economy.
I think it was a combination of many factors, from just not being directed for more visual design and atmosphere (something CNC3 lacks pretty badly) to budget constraints to time constraints and all kinds of things under the rainbow. CNC3 was more-so meant to be a game and that was succeeded pretty well. Audio/visual-wise, the story, atmosphere, etc, are pretty lacking because that's simply not the kind of game they were trying to make. They wanted to make an E-Sport, clearly took heavy inspiration from StarCraft: Brood War, and that worked really well in their favor, but they had to cut a lot of corners to accomplish that goal.
throw me overboard tbh
I'm too lazy to do it myself at the moment (and this image is way too small anyway), but here is a tool to help test these colors for various Color Blindnesses:
Can also just help to give a new perspective onto things and how the colors look. Chances are if you can make them totally distinct in the 2 most common color blindnesses (iirc that's Protonomaly and Deuteranomaly), it's probably a good-looking set of colors for the rest of us too.