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The next Command & Conquer game, in details.
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Sep 05, 2013 4:47 am    Post subject:  The next Command & Conquer game, in details.
Subject description: Our crystall ball has been activated to give you the feeling of the next C&C game.
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Hello everyone! I've used the powerfull abilites of the lack of non-disclosure agreement to write a huge article on how does the next Command & Conquer game looks like, but reporting my experience at CommandCOM 2013. The game is in alpha stages and it may receive a lot of changes when it goes public, sometime in 2014.

This is just the first article from the couple of posts that I'll do about CommandCOM here, but it's certainly the main one. If you have access to the alpha version of the game, you won't find anything new there, I'm sorry. However, for those who are still waiting for the opportunity to play the game, it is a must read article.

The content of the article ranges from a Free to Play model, Frostbite, game modes, factions, generals, starting units, user interface, Starcraft 2 influence, resources, scouting, AI and much more. I avoided to post entire tech tree, prices (in credits, CPs or VPs of things), among other things that might be too much volatile at this stage of the development of the game.

Although I am very grateful to EA for the amazing experience that I had in Cologne, Germany, at Gamescom, I tried to write an article that takes into account the advantages and disadvantages of the design choices made for the game from my perspective, as a casual gamer, which may match many of those who will read this article.


Here's a snippet:


Quote:
The way scouting in the new game works is also being studied by Victory Games developers and the path they've chosen seems to make the game slightly more predictable than previous Command & Conquer games. There is no shroud, only fog of war. The map is revealed by default and the radar works during the whole battle, regardless if you have power or not. By default, you are able to view the position and the kind of building that your enemy places in the map, until it buids a Command Center. Once the enemy builds it, you won't see its new buildings unless it is an AI player (I still don't know if the AI issue is done in purpose or if it is a bug, although I did complain about it when I had the opportunity to do it). Their idea is to either announce that your enemy will rush you or prevent the cheese, since Command Center takes a while to build and it is expensive. The Command Center always has a Generals Power (in this game none of them costs money, so it follows the old Generals rather than C&C3) that can be used to scout, reveal stealth units, etc. So, you don't really need to send many infantries to scout the enemy base, since you can use the generals powers and sent infantry straight to the places where you know your enemy will expand to (it's all displayed in the map). You also know exactly where to expand and you don't need to scout to figure it out. The map has no tech buildings yet, although Victory Games developers are considering the possibility of bringing them back. What matters in the maps are the resource centers and the oil wells.



This article has opened our Generals 2 section in the site. You can read the article HERE or check it out at the left menu. Have fun!

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