Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Oct 16, 2006 4:53 am Post subject:
New User Interface Article on GameSpot.com!
Subject description: Verdu talks about the promising UI featured on C&C3.
Our Predator agent alerted us recently about articles and pictures comming to IGN and GameSpot. Now, we can already read the article from GameSpot, written by Mike Verdu about the user interface (UI) of the game.
The sidebar is definitelly the most promising thing from C&C3 that I've seen so far and this article only made things look even better. That article also has 3 new pictures. Here's a snippet:
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"For the three generations of Command & Conquer fans working on the Command & Conquer 3 Tiberium Wars team, there is a constant challenge: finding the right balance between innovation and the classic and timeless features that define C&C. Our goal is to make a game that is fresh but familiar--a state-of-the-art 2007 real-time strategy (RTS) game that also gives fans the feeling that they've reconnected with the essence of C&C. If we're successful, people will feel like they are finally coming home when they play our game, but they'll also be surprised at how great the game looks and plays, and how cool some of the new features are to use. "
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Read the whole article from Mike Verdu for more information. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Mon Oct 16, 2006 6:57 pm Post subject:
effects (as shown in trailers) are definately nice. i like the all-over-the-battlefield-acces to every single unit production facility. the powerbar is a - though. its small, and should use the full length of the sidebar. however, due to the fact the sidebar disappears it might be better if it appeared on the rightmost side of it. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Only thing I really dont like is the Power Toggler like in TS.
Most Useless feature ever.
Picture this... Your opponent attacks you and during his attack he destroys a power plant because of which you have insufficient power for your defencive structures. Now, because of the Power Toggler you can simply temporarily disable any building that uses alot of power, so you'll have enough power for your defencive and they can take out the invading units of your opponent.
If it wasn't for the power toggler, you'd have to wait until you've build a new powerplant and during that time your opponent can do alot more damage and even take out more powerplants, making it impossible for you to get your defencive sturctures online again.
Also, if you're really desperate, you'd have to sell a couple sturctures to get your power back online... If only you'd have a power toggler, huh? _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Oct 17, 2006 1:56 am Post subject:
Power Toggler-Needed in CC95,RA,RA2. Period. Glad to see it back. This HUD overall is impressive and show's EA's devotion. Bringing back the power toggle. I love you guys. Even if you are just a bunch of rich capitalist bastards. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
EA sucks thats all. Them do shomting good but hell no them kickass. Blizzard are good them even do patch for starcraft . EA just sell the game give it 1 patch and then make another .
Like BF 1942 then come --> Bf 2 and now BF 2142 WTF.
BF 2 are crap now. _________________ Can you hide from me ? QUICK_EDIT
Keep in mind, the power toggle is just pasting in a feature from ye olde tiberian sun, (The previous game in the tib series, so you cant really call it 'bringing it back', really.) And the abillity to toggle construction from a selected plant from over the entire map... In the previous cnc's, you used to set a primary structure - and the rest would give speed to its construction. And it worked fine, the speed of the game was toggled to atone for these gameplay mechanics. I think that putting this new feature in may clutter the screen, and wont help alot; since you'd really have to memorize the number of the building, and you can do that via ctrl+1-9, anyway. The question you hve to ask is: Will it force you to select a specific structure in that submenu before it allows you to access the unit menu? And will it be simpler in the long run then only having 3 seperate warfacs, and just setting a primary when needed? Instead of being able to construct units from all sides, and just having them built at the primary of that sides prequisite structure, you'll have to select a warfac of that side from that neat little submenu - remembering the numbers of the right ones every time. I can see players clicking on a couple to find the right one - pictured perfectly in my head... :rolleyes:
I really cannot see that new feature as anything but a difference from the original games. _________________
[quote="Lt A1br3cht"]Kill it with fire!!!!!!!!!!![/quote] QUICK_EDIT
Maybe you like it better, I can't argue with that.
But the point is that it is not C&C... And although it may be seen as an improvement from the original system... It's really just a change to be more conforming to the BFME/AOE; click-the-building-to-build-through-that-building gameplay. In reality, it may be simpler to set a primary structure when needed, then to constantly be shuffling through icons only identified by numbers... How can you justify more warfacs adding speed to construction when they're all working on their own build queues?
They may have removed that C&C function too...
There really is no actual purpose to devoiding the C&C3 taskbar of defining C&C features, then to sound cool. _________________
[quote="Lt A1br3cht"]Kill it with fire!!!!!!!!!!![/quote] QUICK_EDIT
Ill have to see how it turns out... you could very well be right that the system doesnt work perfectly well and maybe gets in the way of the gameplay itself.
I think, if they removed the buttons so you wouldn't have to click a building to build something, it could work perfectly. You just queue up whatever you want to build and when you have multiple factories each starts to build on one unit, with them coming out of your primary factory. For example, say you want to build a powerplant, a barracks and a refinery. you would just click each of them, they get queued and while one of your conyards starts building the pp, the other starts with the barracks. Same advantage as the curerent system for cnc3, but without the hassle of having to remember which building is what number atc. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Thu Oct 19, 2006 2:53 pm Post subject:
Carnotaurus wrote:
Power Toggler-Needed in CC95,RA,RA2. Period. Glad to see it back. This HUD overall is impressive and show's EA's devotion. Bringing back the power toggle. I love you guys. Even if you are just a bunch of rich capitalist bastards.
agreed.
and... i hope you have a happy life with cadre. _________________ Please, read the signature rules of the forum. QUICK_EDIT
You'd have to be a moron not to be able to manage multiple building queues via this manor. Even in the heat of battle you should still be able to remember which number stands for which factory. Besides, Silos are back, meaning your economy is gonna be hectic anyway. You'd be lucky if you can manage to build three, let alone enough to confuse you... QUICK_EDIT
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