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Some news about Generals 2 at the community Summit
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Sun Jan 06, 2013 4:43 pm    Post subject:  Some news about Generals 2 at the community Summit Reply with quote  Mark this post and the followings unread

Summing up whats written on the german video game site 4Players

http://www.4players.de/4players.php/spielinfonews/PC-CDROM/29432/2123172/Command__Conquer%7CSoll_sich_an_den_Vorgaengern_orientieren.html

The new C&C will focus on traditional C&C rts gameplay.

There is oil which can be harvested like vespin gas in Starcraft by building some refinery over the resource.

There are powerplants and they will work like pylons again from Starcraft.

There will be a client server system. You will be able to pause a multiplayer match and continue it later.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jan 06, 2013 4:50 pm    Post subject: Re: Some news about Generals 2 at the community Summit Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
The new C&C will focus on traditional C&C rts gameplay.

OrangeNero wrote:
There is oil which can be harvested like vespin gas in Starcraft by building some refinery over the resource.

There are powerplants and they will work like pylons again from Starcraft.


Based on that it doesn't really sound like "traditional C&C" for the resource part, although tbh I wouldn't be surprised if the game was far from traditional C&C considering even Generals 1 was more like C&CCraft instead of C&C. Of course, some players might like it that way, I personally prefer micromanaging harvesters.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jan 06, 2013 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

With Generals (1) you gathered supplies from finite Supply Depots with Supply Trucks/Chinooks/Workers which dumped it at a Supply Center (which is somewhat familiar to C&C resource gathering). This sounds a whole lot like StarCraft, and I'm not sure whether that is a good thing or not Confused

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jan 06, 2013 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Supply Depots were finite, yes. Traditional C&C had replenishes (tibtree, drill)... RA3 had a kinda OK way with mixing the two.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jan 06, 2013 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure C&C harvesting was ever really done well anyway. Dune made more of an effort by making it a big part of the game. Spice was usually also the battlefield, making harvsters very vulnerable. You had several production queues to use up incoming resources as they came in and also Starports to instantly spend large chunks of surplus cash to help drive the war on. This was nice.

Traditional C&C often had ore or Tiberium spreaders next to or behind your base, which was kinda lame. In a lot of ways it was inbetween Dune and Starcraft which both have resource gathering and spendage as major parts of their games but never really had the best of either.

Anyway, I'm not too bothered about C&C harvesting as long as economy is done very nicely. A secondary income (or a secondary resource, not sure which this is) that is continuous AND traditional harvesting would be quite nice.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jan 06, 2013 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Not sure C&C harvesting was ever really done well anyway. Dune made more of an effort by making it a big part of the game. Spice was usually also the battlefield, making harvsters very vulnerable. You had several production queues to use up incoming resources as they came in and also Starports to instantly spend large chunks of surplus cash to help drive the war on. This was nice.

And the carryalls were ztyping awesome.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Jan 06, 2013 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Traditional C&C = C&C can be anything
/me + run away!!!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jan 07, 2013 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm guessing Oil will be used to build Units.

Either way seems like they're going with the Warcraft Economy.

Well at least its not as resource crazy like Age of Empires...

Gold
Lumber
Food
Ore
Population

What I remember most aboout C&C Games is you had no population limit which IMO always made it vastly superior in most cases from AoE & Blizzard-Craft.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Jan 07, 2013 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Well at least its not as resource crazy like Age of Empires...

Gold
Lumber
Food
Ore
Population

What I remember most aboout C&C Games is you had no population limit which IMO always made it vastly superior in most cases from AoE & Blizzard-Craft.

In my opinion, Age of Mythology (my favourite of the AOEs) perfected the AOE resource management by substituting stone for favour and tying it to faction play style. It made resource gathering run deeper into strategy.

Additionally, I would argue that population management is a key aspect of AOE games, and is used to great effect in unit balance (especially in AOM and AOE 3). Population limits have the huge benefit that they render it a lot harder to turtle. In AOM town centers can only be built on specific hubs, and are the main form of population expansion late game. The result is that players who take charge of the map, explore, and take control of these hubs are put in a stronger position.

This is less the case in any of the other AOEs, unfortunately, where turtling is a valid tactic. This is why the right choice is to always pick Islands as the map type in the original and in Age of Kings.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sun Jan 13, 2013 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread


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