This post has been edited by djtjj: 21 April 2008 - 08:23 PM
New Features you want to see brainstorming
#31
Posted 21 April 2008 - 08:23 PM
#32
Posted 22 April 2008 - 01:26 AM
Intel Logs yse we intend to write up quite alot of background information and history for the world of Tiberian Sun, as we've modernised Tiberian Sun a bit and there are some new additions to both factions and TSR is based heavily on our understanding/visualisation of Tiberian Sun I think its a good idea to explain everything in detail in the Intel logs but leave a hint of mystery on some topics. And naturally we'll be taking public input on these changes that have happened in the redesign so far but I think people will agree the two factions are far more truer their natures/themes/strategies then ever before.
#33
Posted 22 April 2008 - 11:44 AM
Assassin, on Apr 22 2008, 09:26 AM, said:
Intel Logs yse we intend to write up quite alot of background information and history for the world of Tiberian Sun, as we've modernised Tiberian Sun a bit and there are some new additions to both factions and TSR is based heavily on our understanding/visualisation of Tiberian Sun I think its a good idea to explain everything in detail in the Intel logs but leave a hint of mystery on some topics. And naturally we'll be taking public input on these changes that have happened in the redesign so far but I think people will agree the two factions are far more truer their natures/themes/strategies then ever before.
Just to add: Red Alert III's gonna have a feature where you can build on water, each building gets a platform like an oil-rig, just for fun maby you could add that feature on certain maps, but instead of water (as far as I know, in the future, the water is FUed), you build the platforms on Tiberium Algea, like say your on a medium size map, but with aloota water, you could "reclaim" some land.
Anyway, I just wanna know if the building style is classic C&C or the way you guys said it's gonna be in the Z:H ver, where NOD doesn't start with a ConYard but with a temple or something?
#34
Posted 23 April 2008 - 07:06 AM
IIRC it was said earlier that TSR will switch back to classic C&C build style now the engine allows it.
#35
Posted 23 April 2008 - 09:51 AM
Assassin, on Apr 22 2008, 10:26 AM, said:
Intel Logs yse we intend to write up quite alot of background information and history for the world of Tiberian Sun, as we've modernised Tiberian Sun a bit and there are some new additions to both factions and TSR is based heavily on our understanding/visualisation of Tiberian Sun I think its a good idea to explain everything in detail in the Intel logs but leave a hint of mystery on some topics. And naturally we'll be taking public input on these changes that have happened in the redesign so far but I think people will agree the two factions are far more truer their natures/themes/strategies then ever before.
This I like!^^
Add all the stuff from the TS manual plus all stuff you've come up with. About the crates you can use the same intel as in C&C3 because that is true canon. In the intel about tiberium you can also add what is said about tiberium in the FMVs in TD and about Kane and GDI you must add what is said about those topics in the TD manual.
#36
Posted 10 May 2008 - 12:57 PM
#37
Posted 18 May 2008 - 10:57 AM
"Yeah, actually, I want to see something like this in RTS games since a loooong time.. Like telling units to gueard a T field or harvesters, medics to automatically heal groups of units, but to keep at distance in fight, and few dudes to gueard the meds during the firefight... Or mantis to AA def a selected group of units (AND NOT RIDE IN TO THE MIDDLE OF ENEMY BASE WHEN I TELL THE GROUP TO ATTACK), and scorps to protect them.."
This post has been edited by 3D Master: 18 May 2008 - 10:58 AM
#38
Posted 22 May 2008 - 11:02 AM
Assassin, on Apr 22 2008, 08:26 AM, said:
ok mayb not pavement but platforms on water that allow u 2 build on water like in ra3 but u build this platform first
i like the idea of cyborgs changing weapons, i also think gdis component towers can be changed easily so if u dont like havin a vulcan cannon u can swap it for an rpg cannon or wotever.
#39
Posted 04 June 2008 - 03:00 AM
Something I noticed; someone garrisoned a massive building, a tower that towered over everything else - yet no difference in defensive ability. The taller a building is, the greater the attack range (from the top eh?) you should have. A tiny wooden shack produces equally good defense and attack range as a massive tower, which is rather odd.
The tower is also just as easily cleared as the tiny wooden shack, which is quite odd as well. Maybe the bigger and taller the building, the less easy it is cleared. Hell, a massive tower, the upper parts, might not be clearable at all - you would either have to destroy the upper parts, or somehow send guys in their and fight it out, in order to clear it.
#40
Posted 04 June 2008 - 12:50 PM
This post has been edited by Nubilus: 04 June 2008 - 12:52 PM

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