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Giving mods a purpose
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Oct 23, 2013 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Its a game its only meant to entertain us not something thats supposed to give us enlightenment and grant us a way to earn a million dollars overnight or something.

Twisted Insurrection is a fan remake of the Tiberian Universe retold through a fan's or in this case a group of fan's personal view.

Mental Omega Almost Perfect Yuri's Revenge is the same although this time its the Red Alert Universe.

Dawn of the Tiberium Age's goal was to see if you can remake the First CnC into the TS Engine.

All three of the mods are very popular and do have a "purpose" of providing us entertainment so yes they do have a purpose.

Other mods do have a purpose to some people. (your views on what defines its purpose is different to everyone)

Other mods that have purposes... (Some of these I may be half correct so apologies to Mod Authors)

Tiberian Odyssey (Another take on TS Universe)
Red Ressurection (What happens during the RA-verse after Yuri's Defeat)
Robot Storm (What if Yuri's forces was totally annihilated and defeated by a Advanced Robotic Army)
Colony Wars (What if the Giant Ants did survive their supposed genocide and have returned to seek revenge)
Attacque Superior (What happens when the world is divided into multiple factions including alien Robots)
Doom Desire (What if two aliens forces started invading earth)
Project Phantom (What happens if Yuri took over the Soviets & the Allies developed a Super Soldier Faction)

And theres plenty more so yes. Mods do have a purpose.

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Last edited by Atomic_Noodles on Thu Oct 24, 2013 11:41 pm; edited 1 time in total

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Oct 24, 2013 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
... remake(?) ...

Initially remake (basically make a TD with the TS features which make the game better, like high resolutions and skirmish), and once that was done, extend the game for fun. Just had to clarify since you didn't appear to be sure. #Tongue

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Oct 24, 2013 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking back, it really seems the best RTS were all in the isometric realm. After they went 3D, they got a lot more stale. Maybe not because of the 3D per se, but maybe since the idea of RTS has become so established that it's not being expanded on in the way it used to be.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Oct 24, 2013 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Age of Mythology was 3D and totally holds up today.
But aside from it and Natural Selection/2, I agree.  2D all the way.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Oct 25, 2013 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

2D is fine and all but Generals and Starcraft 2 are pretty damn good. They're 3D. Shit, even Tib Wars and Red Alert 3 are solid enough to stand on their own. 2D versus 3D is a stupid argument. I hate that.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Fri Oct 25, 2013 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I actually really enjoyed the original Generals, much more more than the later 3d CnC installments. I think 2D has a particular charm about it more than anything (when done right).

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Oct 25, 2013 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

And charm is a good thing. Nostalgia is awesome when done right but 2D is not the only option. Saying that 2D>3D because feels is patently stupid.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Oct 25, 2013 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I meant more like the 2D vs 3D was symbolic when uber RTS gameplay and innovation got eaten by uber graphics and idea regurgitation

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 25, 2013 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

^^that
3D itself is fine and better than 2D, however nowadays i miss innovations concerning gameplay.
AI: a really good, powerful and not cheating ai would be a nice change. It seems the AI isn't any more superior than what we had 15 years ago.
When selling a product nowadays this might not be something that you can show on a cover as nice eye-candy, but this is what makes a game interesting.

Interface: mouse and keyboard are the basics and inevitable, but taking the risk and implementing something new would be nice.
e.g. voice commands:
-just say "build refinery" in your microphone and the construction begins without having to click through the interface.
-"focus team 1" and the team that is assigned to number 1 is selected and the screen focused on it
etc

new gamemodes: in an RTS there aren't so many different things possible as it all comes down to one or more player fights against other players.
But again, there were games in the past showing a few nice new gamemodes, which wouldn't be nice to see finally combined in a big RTS.
-capture the flag
-sector control à la Z (Z game by Bitmap Brothers)
-an open game: a big map, a few unused start locations, new players can join the game even when the game runs already. They are then simply placed on one of the unused start locations. (this could give online games a whole new dynamic)

better control: customizable unit behaviour. User can create patterns which he can then assign units
e.g. scout - moves to shround, avoid threats, when 50% damaged return to base
harass -  find nearest target, attack on max range, retreat when under fire
suicide -  find nearest target, attack until one of them dies

morphing terrain: TS had a good idea when implementing deformable terrain, it just wasn't elaborate enough. Something like breaking dams flooding the terrain below with water, rain filling craters and pits with water, ice making water surfaces solid (was a really nice feature of TS)
all this can give maps and the gameplay more dynamic.


The problem is simply that nowadays no one seems to experiment anymore and even risks the failure of a new feature. The companies seem to follow all the same cookbook of the RTS 101.

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Fri Oct 25, 2013 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

TS is more than just 2D. Yep Isometric view in games has got its charm I love them. Rising Kingdoms is a title of which I adore the visuals.

3D games especially the early ones look very poor. Ground Control has done a fine job for an early 3D title though.

Funny thing is in Wargame its only visually 3D the actual engine is 2D which you can see by anti air missiles colliding in the air with ground troops or planes getting hit by napalm fires or hills glitching damage and so on.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 25, 2013 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
morphing terrain: TS had a good idea when implementing deformable terrain, it just wasn't elaborate enough. Something like breaking dams flooding the terrain below with water, rain filling craters and pits with water, ice making water surfaces solid (was a really nice feature of TS)
all this can give maps and the gameplay more dynamic.


I suppose this would result in too many, albeit funny, quirks where you can for example drown a tank into a shallow pit filled by rain that later drains, and the tank is still gone (it's "dead").

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 25, 2013 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^if such things are executed right and the tank hull remains, this would give the gameplay a lot more depth and dynamic.
Especially if this would allow players to capture/repair the tank hull later when the water is gone. So you now can also use the environment to your advantage offering more tactics.

I would love to destroy a dam and flood a nearby base, so it becomes neutral/unmanned and can then be taken over even by normal units (no engineer necessary then)

or break a dam, lower this way the water level of a lake above the dam and in turn make ships go aground. The ships would be then immovable units which are only operational with their turrets.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Oct 25, 2013 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

This all begins to sound a whole lot like the rules/diversity of tabletop Warhammer 40k, combined with the RTS aspects of C&C, put into a game. Now if someone would create an engine in which this is all possible, that would make an awesome base for so many kind of RTS games #Tongue

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Oct 25, 2013 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not 40K. D&D RTS. Awyiss. #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Oct 25, 2013 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Not 40K. D&D RTS. Awyiss. #Tongue

40k has more of the mentioned features and is more like an RTS then D&D #Tongue

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