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  1. Just going to throw in my wall of text: Sacred Things Cut-Scenes Joe Kucan, Nicolas Worth, Kari Wuhrer, Udo Kier and Michael Biehn. These are only a handful of actors that formed the roster of memorable characters that have featured in C&C over the years. Even though the cost of re-recording such performances with new actors would deem it unlikely, it doesn't need to be done. An up-scaling of the original footage or re-mastering from the original video reels (if EA or Brett Sperry/Joe Bostic/Louis Castle still has them) would be incredibly welcome. A lot of C&C's memorable moments and quotes come from the cut-scenes, so shipping a remaster without or with new cut scenes would be a great loss indeed. EVA and Unit V/O Part of the character of C&C is definitely the V/O. To this day, I can quote C&C units to my friends and they know exactly what I'm referencing. From the Workers complaining about not having shoes in Generals to the Desolator's heavy breathing, to the Nod Harvester in C&C3's Tiberium obsession; the V/O is one of the most memorable and iconic things about C&C and it really helps to define the character of each unit to the point where the combined characters shape the overall character of the game.. Re-recording it just wouldn't be the same. Frank's Music One thing that has definitely been synonymous with the earlier C&C games is Frank Klepacki's music (and to a lesser extent the jukebox function). The ability to play Hell March on repeat whenever you like during Red Alert 1 skirmishes always brings with it a rush of pure nostalgia. Bringing in Frank to score some new tracks for the remaster would be one of the best things to win the hearts of the fans, as there is a lot of love for Frank and his work within the community. The games that he scored over the years have a certain atmosphere because of the music and it wouldn't be right to bring the remaster out without it. Mod Support Modding has always been the backbone of the C&C community, whether it be maps or fully blown total conversion mods. C&C mods consistently make ModDB's top 100 every year and bring more aspiring developers into the industry over time. Modding has taken a bit of a hit recently due to less developers supporting it, along with the rise of proprietary game engines like Unreal and Unity, but despite that, modders still continue to work diligently on mods for older titles and do get recognition for it. The Mental Omega and Twisted Insurrection mods for Red Alert 2 and Tiberian Sun respectively have garnered coverage in PC Gamer this year and continue to provide replay-ability to their parent games long after they came out. If the remasters are to begin their own legacy, modding is a great thing to plan for in order to keep the community coming back for more. Gameplay, Balance & UI Classic Mode vs Modern Re-balance When undertaking a remaster, especially for an older title, players will have certain expectations of how it will ultimately play. C&C was always good in offering a number of different ways to play by a number of toggleable skirmish options. It would be great to see a classic balance option as one of these game options, because it will allow players to play the game exactly as it was when it was released. Playing without this option enabled, would be a more balanced experience overall than, Red Alert 2: Yuri's Revenge for example. To this day, players name their online games with titles like "1v1 No Rush No Yuri", as Yuri is perceived to be the best faction in the game. With Yuri's Revenge only seeing a single patch after release, there were simply not enough balance iterations to fix this problem. This also allows more agency to the development team to inject more modern RTS features (such as concurrent construction from multiple factories for example) into the game in order to provide a vision that brings the gameplay up to modern standards. A modular ruleset would allow players the highest degrees of flexibility, with the aforementioned factory changes being one, along with an option to use a more modern sidebar, turn units/structures on and off rather than through un-descriptive tech levels, a no-rush timer that limits their unit movement to their section of the map only until the timer expires, multi-engineer (RA, TS) option, fog of war settings (on, off, revealed), diplomacy (mid-match team changing like in RA2), MCV re-packs and the ability to toggle any new features added into the game so that they can be turned off to provide the 100% vanilla experience. A faction banning system that allows the host to ban the selection of certain factions in the lobby would be useful as well (especially in the "No Yuri" example). Art of Defence The addition of "Art of Defence" as an official mode in multiplayer and skirmish would be a welcome addition to any C&C remaster. Art of Defence is a wave based defence mode where players have to protect an objective or simply survive until they clear all of the waves of enemy units being thrown at their base. These types of maps are popular with the community and have been produced by modders en-mass. With wave-based survival RTS "They Are Billions" proving to be a popular and refreshing approach to RTS gametypes, I feel an official C&C interpretation of the survival/AoD gametype would prove popular with the fans. Queuing Buildings Something that has always seemed like it would be a great quality of life improvement to the classic C&C formula is the ability to queue buildings. OpenRA made this a reality and it does help to take a bit of pressure off the macro-management of base construction when the player needs to be present elsewhere on the map. Control Groups, Factory Groups and Factory Stances The ability to bind units into multiple control groups is something that I find really useful in newer RTS titles. The level of control and micro you can potentially setup on the keyboard's number-line is incredibly powerful if used well. The ability to bind buildings to a control group is also incredibly useful in other RTS titles and I think it would be a welcome addition to C&C. There is an understandable wrinkle in the fact that classic C&C games don't allow for more than one factory of a given type to be used, but games which use that system (like 8-Bit Armies for example) seem to have solved it to a point by auto-switching to the appropriate UI tab when the corresponding factory is selected. An extra function which would make control groups even more powerful would be if you could assign a factory to build units into a particular control group, so that there's no need to keep adding new units into a given control group. C&C3 had a similar feature where the player could set the stance of a factory (Aggressive, Normal, Hold Ground, Hold Fire) which was incredibly useful, for example, if you wanted to build an army that would attack everything straight out of the box (I usually used it in conjunction with Black Hand Flame Tanks with the Purifying Flame upgrade in Kane's Wrath which was incredibly satisfying). Waypoint Mode & Planning Mode Waypoint Mode & Planning Mode were both great features in C&C3 that enabled players to have absolute control over their units by making them patrol areas, or execute plans whilst the player focused on other matters. This helped players to plan their micromanagement ahead of time, which could be beneficial in the right circumstances. The differences between the two were subtle, but enough to warrant evaluating them both for inclusion in the remaster. RMB Scroll Coasting RMB Scroll coasting (when the player holds the right mouse button and can then quickly move around the map by moving the cursor to the edges of the screen) was an excellent feature in Red Alert 2 and C&C3 that really aided the accessibility of the game. Whilst most contemporary RTS titles compromise the layout of the keyboard to offer WASD movement, or used the frankly quite clunky pull-and-grab camera control method, C&C has always been miles ahead of the camera control game just because scroll coasting is so intuitive. Sidebar Tabs To echo what others have said previously about the C&C3 sidebar, I'd definitely add my +1 into the ring of supporters. C&C3's sidebar was probably the best iteration of the sidebar to feature in the franchise because of it's unobtrusive design and easy-to-understand tab system. The fact that it reacted to what building the player had selected at the time is just the icing on the cake. Whilst other RTS games seem to clamour for the bottom-bar, the sidebar will forever be a C&C characteristic, though that's not to say that some degree of placement customisation wouldn't be welcome. Formation Move Lining up your units into fromation and having them move across the battlefield at the speed of the slowest unit was great for ensuring that your faster scout units didn't run ahead of the player's main force and get themselves destroyed. Also being able to control a unit's facing was really important for deployable units like the GDI Rig, which was stronger from certain sides based upon which was it was facing. Bringing back formations and formation move would really help in the 3D titles, but I'm not sure how much use it would be in the 2D titles, given that units operate on a grid to begin with. Graphics There's not really that much to say here. Up-scaling the artwork in the older pre-Generals titles would be absolutely amazing. Microsoft have done this with Age of Empires: Definitive Edition along with adding more rotation directions for every unit (up to 32 from 8 if I remember correctly), which would be awesome to see in a remaster. That being said, I don't think it would be appropriate to take one of the older games and put it into 3D. It would seem less like a remaster and more like a remake at that point. Controls Fully Customisable Control Scheme One of the learnings that I've made over the years is that RTS gamers enjoy customising their controls and hotkeys, but only if the menu to do so is functional. The ability to easily see a list of mapped controls, rebind keys and save/load control configurations would probably appeal a lot to the hardcore RTS scene and empower them to find a control scheme that works for them. Fans of the later titles and other RTS games entirely could reproduce the control schemes that they use into the older titles and share them across the community, which would help to appease players from all walks of RTS life. Left Click vs Right Click When C&C3 patched in left click mouse controls, it was incredibly welcomed by the community. I understand this a bit better now by taking a look at my own experiences designing RTS games and watching newcomers to the genre play for the first time at several high-profile gaming events; observing that players that are new to RTS will instinctively attempt to use Left Click for all affirmative actions (selecting units, moving units) until they are explicitly told how the "classic RTS" Left-to-Select/Right-to-Move system works. In our day to day lives using Windows as an operating system, Left Click is used for all affirmative actions such as selecting, dragging, choosing menu items etc. whereas Right Click is more contextual. Windows trains it's users to expect mouse based interfaces to be this way, so when it comes to RTS that control expectation doesn't necessarily carry over, unless you are playing a classic C&C game where every affirmative action is on Left Click. With this in mind, I'd highly recommend keeping Left Click orders as the default mouse control method simply because it is a lot more accessible for new players to grasp. An option for right click orders is definitely needed to appease the RTS crowd who expect that, but if C&C is to be brought to a new generation through remasters, I feel strongly that this is one of the small things that could be kept as-is in order to retain the accessibility of the game and keep it easier to play for gamers that are new to the RTS genre. Just because all of the other RTS's have Right Click as default, it doesn't make it the right choice for C&C. Double Click to Select All Units of a Type Introduced in Generals, this feature made it really easy to pick out units of a specific type from a group. whilst it's kind of obvious looking at other RTS titles these days (because they all do it), it's worth mentioning regardless. Shift Click to Queue 5 One of the best control/UI features from Tiberium Wars was the ability to Shift+Click to queue 5 units. This would be greatly appreciated as a quality of life feature when remastering the older titles. I think that's about it for now!
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  2. Yeah, FRAYDO is a natural bad luck magnet, everyone else is luckier by just being around him.
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  3. Allies, I'm pretty certain he's going to suggest lynching me.
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  4. inb4 Shade is a redshirt and automatically dies D1.
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  6. The Pokémon TV show is not anime?
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  8. Your avatar would be appropriate for Shade, most games.
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  9. Salutations friends. Sheriff Sunflower here. Welcome to the Howdy Townie Saloon. Thank y'all for coming on such short notice. I won't waste your time by beating around the bush. Our town was struck by the darkest tragedy this past night. Our beloved Psyduck was murdered! I found the poor fellow hanging from the old oak tree at the center of town this very morning. His neck was snapped and his feathers singed with the stomach churning scent of barbecue. All of the life was sapped right out of him, only to leave us here on this dreary and desolate day, forlorn and duckless. He was simple folk just like all of us here in this town. All of us that is, except the murderers who stand in this very room! I've been vigilant as your Sheriff to check the town ledger, and there can be no doubt. No outsider could have done this deed. That's right. The perpetrators of this monstrous crime have the nerve to sit among us as we mourn and toast to the death of the sweet duck they vanquished. Mayor Jeod decreed that justice for this heinous atrocity shall be meted out through our town's traditional system. And that's not all. The mayor placed a bounty of 500,000 gold pieces for the heads of the killers, to be distributed among all the heroic townfolk who find the perps. My fingers burn to shoot these abominations of nature myself, but our traditions must come first. Each day, y'all vote for the killer, and whoever has the most votes shall hang in the same fashion that they killed our good friend. The process will continue until the murderer or murders are found or until the end is nigh for us all. God willing, the wicked creatures who killed psyduck shall face their judgment. Godspeed and good luck! As always, the rules are standard: Mafia must try to equal or exceed Town numbers. Town must eliminate all hostiles, which are defined as Mafia or Third Party alignment--one or both of these alignments may exist in this game. If any Neutral alignments exist, they must complete their own objectives but can decide whether to help any other alignments if the situation allows them to. Day phases last 48 hours and always begin and end at 11:00PM GMT (6:00PM EST for Americans). Night phases are similar, but only last 24 hours. During the Day, players talk amongst themselves and decide on who to lynch. It is, of course, possible to spare someone from the noose by voting NoLynch (##vote Nolynch or NoLynch). Players who vote for this twice in a row will be subject to a penalty and will be forced to vote for themselves the following day. There is no early hammer in this game. At the end of the day, the player with the majority vote will be lynched. In the event of a tie, a coin toss via random.org will decide the player to be lynched. Night phase rules will be further explained at the Night One post, but they are standard. Shamelessly stolen additional rules No quoting GM communication or other out of thread communication. No out of thread communication unless specifically allowed by the GM. No content-posts after death unless allowed by the GM. White noise that doesn't affect the game is fine. Use your best judgment, but remember that anything you say can be taken by the players to mean something it doesn't. If in doubt, say nothing. The same goes if you aren't playing, and double if you aren't playing and have been spoilered. Don't try to break the game. No sillyness like telling everyone to make a roleclaim post and encrypt it, then reveal their encryption keys/methods all at once for example. No saying "my role PM has X characters in it" And if you come up with it, and you're a little too proud of coming up with it as a way to get around the spirit of the game, don't post it. Mods, do your best to prevent this crap in the first place if you can. Don't give everyone with the same role and/or win condition the exact same wording for example. "Outside influences" such as bribing, threats, promises, whatever falls under the above. Don't do it. Don't be an ass. This includes "bussing" fellow scum/cultist teammates. By bussing we mean revealing fellow scumteam members as scum to spite them or gain townie points. No backseat modding. Unless the game's GM/Mod asks for forum moderator assistance, let them handle it. Especially if they have forum moderator privileges themselves. This is more of a respect/courtesy thing than a rule. Pointing out that the hammer has fallen and no one should be talking until the moderator handles it is fine; deleting posts put up after the hammer isn't. If you signed up for a Mafia Game, you're expected to participate actively. It's up to a GM to setup a minimal post quota for each player so that the game won't get hampered by inactive players. If you know you won't be able to play for more than one day, it is your responsibility to let the GM know in advance. Please don't try to be an Internet detective to find out who was online where and when. Not only is it not a good way of hunting down players, it's also a bit creepy and unfair for the person. Don't base most of your case on someone around "his last online time was X thus he was online at hammer but didn't post/vote" for example. Don't edit your posts in game thread. Make a second post and preface it with "Mafia Edit:" to show it's a continuation or correction of a previous post. NEW: Players can vote to nominate a player to the item vault at the end of each day NEW: When a player dies, their items are sent to the item vault. NEW: Players are allowed to use one night action AND one item action per night. Players may pass as many unique items as they like. EX: players may pass item A and item B on the same night, but only ONE of each item may be passed during that night. Current Vote Count Category 5 Hurricane voted no one and nominated no one ChopBam voted no one and nominated no one FRAYDO voted no one and nominated no one Killing You voted no one and nominated no one Nodlied voted no one and nominated no one OrangeP47 voted no one and nominated no one iLikeToSnipe voted no one and nominated no one Shade939 voted no one and nominated no one TheIrishMan voted no one and nominated no one
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