Command & Conquer: The future of the three universes
77 replies, posted
[QUOTE=RainbowStalin;41979235]They said they got rid of walker type vehicles because the legs were vulnerable.
Which sucks because that just means everyone reverted to boring old tanks[/QUOTE]
Then why didn't they retire the Juggernaut?
[QUOTE=Bbarnes005;41979282]Then why didn't they retire the Juggernaut?[/QUOTE]
I think their excuse is 'we had some in a warehouse and times are tough so we need to use them'.
Sounds like BS to me. The walkers were the coolest part of the GDI.
Oh man if some of those guys who revamped AoEII were to do something like that with Red Alert, I would be a happy, happy man.
[QUOTE=ScottyWired;41981442]Oh man if some of those guys who revamped AoEII were to do something like that with Red Alert, I would be a happy, happy man.[/QUOTE]
Why not check out OpenRA?
Oh yeah..
I really don't like how TibSun made everything seem post-apocalyptic with ruined cities, Tiberium, ion storms and mutants everywhere, as well as the whole game just seeming Dark, but then C&C3 just decides to change all that and make it like everything is actually perfectly fine other than in a few places. Completely changing the technology used by each side was also a bad decision.
[QUOTE=nightlord;41982339]I really don't like how TibSun made everything seem post-apocalyptic with ruined cities, Tiberium, ion storms and mutants everywhere, as well as the whole game just seeming Dark, but then C&C3 just decides to change all that and make it like everything is actually perfectly fine other than in a few places. Completely changing the technology used by each side was also a bad decision.[/QUOTE]
what are blue, yellow, red zones
Blue zones are GDI controlled, Tiberium-free paradises.
Yellow zones are anarchy/Nod controlled states with dense Tiberium.
Red zones cannot not support human life. Tiberium growth is unchecked, Tiberium glaciers are present.
[QUOTE=KorJax;41974180]Personally we need to stop doing capture and hold mechanics in multiplayer games anyways. It's so uninspired and boring. I've never found the idea of "standing around a point" something that actually accomplishes anything in any real conflict, or something that is entertaining to do. I'm pretty sure the only reason why it was invented as a gameplay mechanic was to augment basic deathmatch to focus players into deathmatch hotzones - in other words, its basically deathmatch with a small twist.
Don't get me wrong, deathmatch can be fun, but its not interesting as a game mode just good for killing time or playing competitive.[/QUOTE]
To be honest, Hold areas mechanics are great if the game is designed well about it. Good exampls are Z, Dow1, COH among others. The problem starts when there's essentially very little worth to the points beyond said victory condition and it's also far too easy to decap it.
[QUOTE=RainbowStalin;41974727]Also the unit/building designs in Sun were brilliant, disc throwers are so unpractical but so awesome.
Hell even the basic Nod rifleman looks metal as fuck.
They went from
[img]http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1334/89/1334899220602.jpg[/img]
to
[img]http://www.cncden.com/cnc3_nodunits_new/nod_militant.jpg[/img][/QUOTE]
Might have something to do with the fact that they went from a highly secret, militant, hightech order to more of a two stage scheme by CnC3. Using the poor disenfranchised as a certain meatgrinder force with their more higher tech stuff usually held in reserve. Makes sense due to the way they were forced to operate come CnC3.
[QUOTE=Bbarnes005;41979133]NOD scrapped most of it's cyborgs due to CABAL, but I don't know why NOD completely scrapped subterranean vehicles and the banshee. But I guess that is why we have Tiberium Essence.[/QUOTE]
I think Vertigoes are built around downgraded Banshee tech, and I know moles were retired due to the risk of striking subterranean tib deposits.
[QUOTE=ScottyWired;41982394]what are blue, yellow, red zones[/QUOTE]
I know there are different zones. I don't like how it feels completely different from what was in TibSun. It gave the impression everything was fine other than the occasional bit of Tiberium, whereas Tibsun had a dark, gloomy post-apocalyptic feel. It changed how the universe as a whole felt.
[QUOTE=nightlord;41986343]I know there are different zones. I don't like how it feels completely different from what was in TibSun. It gave the impression everything was fine other than the occasional bit of Tiberium, whereas Tibsun had a dark, gloomy post-apocalyptic feel. It changed how the universe as a whole felt.[/QUOTE]
Like I said, the drop back to near-future levels of technology affected that a lot. Because of all the built up cities, it was like nothing had really happened while in TS, people were living in remote bunker-like buildings.
[QUOTE=nightlord;41986343]I know there are different zones. I don't like how it feels completely different from what was in TibSun. It gave the impression everything was fine other than the occasional bit of Tiberium, whereas Tibsun had a dark, gloomy post-apocalyptic feel. It changed how the universe as a whole felt.[/QUOTE]
Basically the zones indicate tiberium infestation.
Red - tiberium wasteland. Roamed by mutants and some remote NOD outposts. Most terran flora and fauna completely gone. (By CnC 3 most of the human mutants died off as well)
Yellow - partial infestation. The home of the majority of Earth's population and basically one big huge bloody ghetto, mutation on the rise, crop failure high. The place where most of the poor live. And for obvious reasons the main source of NOD recruits.
Blue - Fully under GDI control with minimal controlled tiberium infestation. Generally colder climate zones which impede the growth of tiberium. It goes without saying, that it's also the place where the rich live.
The thing is, CnC3 took place in a mix of blue, yellow zones respectively since it was really strongly pushed on the fight against the GDI or the GDIs defensive fights for a fairly long time. it generally avoided red zones and deep yellow ones as well. (KW changed that a bit, with the likes of ZOCOM operating deep in red zones and you got to play there too)
TiBSun on the other hand was a game of cat and mouse between GDI and NOD and as such took mostly place in the yellow zones and even the red ones. We basically never got to see anything very deep in GDI held civilian territory. Don't forget that it's also a lot earlier, so the tiberium infestation wasn't so bad. Which might have very well led to smaller population densities. And once you get into touch with the mutants. Well most of them were already dieing slowly from the exposure anyway.
[QUOTE=KorJax;41969146]I know, I loved the red zones :v:
I just got the impression that pretty much nowhere on earth was a "green zone" from Tibsun and yet most people had to live in this hellscape, but in C&C3 apparently there were flourishing cities in sunshine the whole time, just happened to never fight there in conflicts from tibsun[/QUOTE]
the blue/yellow/red zone thing evolved after TibSun, the sonic resonator technology developed at the end of tibsun allowed them to push tiberium back enough, coupled with some massive ion-cannon based geo-engineering they were able to blast the tiberium back a distance enough to carve out shimmering towers of crystal glass, metal and concrete, but still most of the world's living population lives in the yellow zones
[editline]27th August 2013[/editline]
CnC 3 had probably the most detailed story of all Tiberium games, when the stupid beurocrat went straight for the temple of Nod again i was facepalming the entire time because i knew that this was their tactic in like every one of the wars
[editline]27th August 2013[/editline]
[QUOTE=Bbarnes005;41979282]Then why didn't they retire the Juggernaut?[/QUOTE]
the juggernaut was the only exception to their cessation of walkers. basically it was the best way to get lots of big guns to where they needed to be and it provided very very good vantagepoints. that being said, they were not ment for frontline capacity (CnC 3's scrin invasion changed this, as they were one of the few techs able to dent the scrin) so unlike the titans they did not need to be nearly as armored and didn't take as much of a beating.
[editline]27th August 2013[/editline]
i would like to see another RA game where its not anime-pop fucked like RA3 was, the japanese were cool but they were NOT yuri and not really scary at all. i did like the comic aspects of the game but it didn't really feel serious at all. like how there was a power to deorbit a satalite or space station on the enemy and sometimes it would drop Mir
Dunno about you guys but I absolutely loved Tiberian Sun's and Firestorm's extremely gloomy atmoshphere. Gloomy...
i loved firestorm's wall and gates and the actual firestorm system because it made me feel invincible!
I like tiberium sun because james earl jones
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