Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jun 16, 2006 12:43 am Post subject:
APOC and the MCV...
Subject description: (still in the workings)
APOC wrote:
EVERYTHING IS SUBJECT TO CHANGE - ITS EARLY
OM*G, WOW, so the way i see this argument in a nutshell is the following:
There is a huge clash about the MCV system in which those who love single player and the "old style" of C&C LOVE the MCV system. Meaning, you can't have C&C without the MCV, bottom line.
Those who dislike the MCV system lore over games like Warcraft, Starcraft, BFME, and most importantly Zero Hour style of play, because that is the new wave, the new age of RTS, a style that has proven over and over is what the hardcore multiplayer RTS community wants.
Am I right so far? I hope so.
I don't think any game, ANY game, has ever been scrutinized so much right down to the very pixel as C&C 3 Tiberium Wars has been thus far, and its a testament to this community that we are arguing over the MCV, the MCV!!!!
I get it, we're talking about a major focal point of the gameplay.
Alright, well let me say something, a bit of a reveal on the MCV and there will be plenty more down the road, its too early to delve too deeply in to it. We don't want to tie players hands, but we want to streamline into a very fast game style.
Here is one piece of info I can discuss that we are working with on the MCV. We don't want to restrict the user to producing only one unit at a time (i.e. one tank at a time, one infantry at a time, etc).
Currently, The sidebar automatically acts like the Generals interface whenever you click on a building by using an additional tab containing a contextual space for whatever building is selected. This allows you to build units from multiple structures at once, but also see your construction options while away from your base. Shouldn’t be a problem producing more than one unit at a time.
Thats my tidbit of insight and there is A LOT more we are working with. We hear you on this argument. We admit that part of the reason for bringing back the MCV is for the fans and for nostalgia, but, we are changing up the gameplay mechanic use of it so its more up to date with current RTS standards, brings a new dimension to gameplay, and still carries that MCV feel that ALL of you love about C&C.
The MCV will not slow down gameplay, it will not produce repetitive matches, and it will not ruin the first 3 mins of a match which are so important to the hardcore.
I think the hardcore and single player minded folks will find a happy medium in the system as you learn more about it.
Its great to argue right now, but we're still very early in defining exactly how the MCv will work and we are listening to the community because it is a very VERY big deal.
Thank you for listening,
APOC
As far as I could read, it's getting the direction that I desire for it . What do you guys think of it? As long as MCV doesn't become a dozer, it seems fine. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Jun 16, 2006 5:52 am Post subject:
homeworld 2 doesnt look 2 bad, but 1 and cataclysm... plz dont make me puke _________________ Please, read the signature rules of the forum. QUICK_EDIT
You click on a Barracks, you see what infantry you can train, same with Helipad/Weapons Factory/yada yada.
However, you ALWAYS see what tanks/soldiers you're making, by a progress bar on the screen..
I can't explain it, it's like in Homeworld: Cataclysm..
wasn't that like in Generals? -_-
but they could use it, it wasn't bad way to do it, actualy, quite good.
what the MCV should be, is a vehicle, that you doupleclick, it turns with a cool animation into your main command center, The Construction Yard. With that building, you can start build other buildings, etc. If you loose it, you can't build structures anymore, unless you have another MCV deployed into CY...
NOT a Vehicle, that pops out from your Command Center (which has stood there since the beginning) and you can build structures with it. If you loose your Command Center, you can simply order the vehicle to build another one.
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Jun 16, 2006 6:53 am Post subject:
the generals production system was indeed better than that of previous C&C games, it was just about the only thing i liked. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 02 Feb 2006 Location: Svaynaq *Uses ROT13* The answer is: Finland!
Posted: Fri Jun 16, 2006 10:28 am Post subject:
But i meant the building system , you have to click the builder and he builds , same thing in Generals , you have to click the dozer and it builds. _________________ QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Fri Jun 16, 2006 11:06 am Post subject:
The problem with clicking on buildings means you're constantly scrolling backwards and forwards from your base when you want to buy new units. I don't know if it was mentioned here or on another forum, but KKND2 had a good method of doing it. You were allowed to place the building and it would slowly build itself, allowing you to build other things. You should still build things from the sidebar, but for infantry and vehicles the amount you can build at once should depend on the amount of factories you have. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Why not just allow the sidebar to construct more than one thing at time depending on the amount of production facilities you have. Say you que up 10 Infantry and have 2 Barracks each time an infantry is finished 1 pops out of both and moves the number down to 8. Each production facility can be shutdown or set to not produce should you only want to produce from specific production facilities, like if you have 2 bases. This way production is still just as high while keeping the ability to produce anywhere on the map.
\\//,DedmanWalkin _________________ "deth is only the beginning," Imhotep from 'The Mummy' QUICK_EDIT
: / hard to tell...i were for the normal MCV for the good old times...maybe with a few new features....and the build list like Red Alert 2...that would be the best deal in my eyes
and anderwin, would you please remove your borderliner aviator? it triggers you know, also its not trendy or fun. _________________ Hydraw Art on Facebook QUICK_EDIT
: / hard to tell...i were for the normal MCV for the good old times...maybe with a few new features....and the build list like Red Alert 2...that would be the best deal in my eyes
and anderwin, would you please remove your borderliner aviator? it triggers you know, also its not trendy or fun.
I told him to do it over a PM..
And, yea, IMO RA2 style would be best.. _________________ "Banned" RP here QUICK_EDIT
Post comments and like thats here :http://www.ppmsite.com/forum/viewtopic.php?p=127156#127156
Back on topic -.--.- .... Yuri05 dont do it worst * noob *
Yeah the red alert 2 style thing would work.... ( Not )
Is just alow you too build 1 tank on sae time so them need too do it so if u press 2 time and got 2 war factroy then both start build the tanks. u got what i mean`? _________________ Can you hide from me ? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jun 18, 2006 8:02 pm Post subject:
Please, drop the n00bism out of this topic.
We are discussing MCV from C&C 3. Get on topic, people.
As I said above, I'm satisfied with what was posted by APOC in the quote above. Clazzy, however, has a good suggestion. There should be mechanisms to access the production buildings faster, without needing to move to the building... QUICK_EDIT
As I said above, I'm satisfied with what was posted by APOC in the quote above. Clazzy, however, has a good suggestion. There should be mechanisms to access the production buildings faster, without needing to move to the building...
ZH style side-tabs, perhaps? _________________ "Banned" RP here QUICK_EDIT
The only reason there was conflict is because the ZH fans are retards, they dont seem to get that the MCV system only applies for base construction, the fact they thought EA meant a return to only being able to build one unit at once is laughable and quite frankly reflects their level of intellegence. _________________ QUICK_EDIT
However I have little faith in EA and CnC3 and thus formulating my own lengthy opinion on this matter or any related to CnC3 is too tiresome to even contemplate _________________ QUICK_EDIT
Red alert and TD were on PS1 i actually have both, controling them with a joypad worked fine, this might be a little hard with a 3D game though. that said populous the beginning was on PS1 and that worked fine. PS1 had a good history with RTS games.
RTS games are fine for consoles so long as controlers can be used effectivley. _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Jun 25, 2006 6:50 pm Post subject:
Banshee wrote:
Bureaucracy.
EALA has Playstation 2 version of Generals fully functional over there.
So I suppose its fair to say EALA has a copy of the Renegade 2 beta demo somewhere on an old Westwood harddrive? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jun 25, 2006 10:43 pm Post subject:
Do you think they store the whole stuff on only one hard drive? Don't be naive.. and they might have replaced whatever hard drive that stored that by now... QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Jun 26, 2006 11:25 pm Post subject:
I actually think Renegade would be good on a consle..
As for the sidebar concept, good idea, but needs work. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum