[1] https://store.steampowered.com/app/1213210/Command__Conquer_...
OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
81–90 of 204 posts
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#82Can someone please give me a billion dollars, so I can fund a modern remake of Alpha Centauri / Alien Crossfire? Still one of my all-time favourite games. I really enjoyed the unit design and character of the game.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#83OpenRA is currently my favourite free/libre computer game. They've done a fabulous job at keeping the feeling of the original game while updating things like cross-platform support, screen resolution and network play and added build queues (and waypoints, I believe) that was present in later C&C games. They've also tweaked the game play, making thieves able to hijack vehicles and cloak (They are probably the most fun…
I played a round or four with my lab last night. Cross platform play, free hosting, good matchmaking and an excellent experience. The computers on equal number and an equal footing absolutely annihilated us. We were easily able to titrate the difficulty to make it fun. Honestly, a great game and very enjoyable (and I won the 6-player death match at the end with a total Deus ex Machina moment made possible by the fog…
Yea, Wesnoth has a lot of what made the earlier Heroes of Might and Magic games great. I like how many open source games are cool with sticking to 2D, making them accessible for older devices. Wesnoth graphics are first class mix of hand drawn and pixel art. (They could do with a few more unit animations though.)
> I second your comments about war.
There shouldn't be any contradiction in being okay with pixel people being blown up but not real ones, even though sometimes it feels like there is. I played OpenTTD and even though the graphics were awesome, I got a bit sad from clearing trees just to build roads for hordes of lorries to transport coal and oil and cattle to the slaughterhouse for no obvious "win" in the end (except money).
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#84It annoyed me that the movement was jerky and didnt seem to use vigh precision math, but actually it had to do with the upscaling of the graphics which happens at the last stage of the rendering pipeline, iirc.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#85Something to note about the 90s-era is that the "death ball" of cheap units was *aggressively* mitigated in almost all strategy games. * Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. * Command and Conquer has infantry, which get rolled over and instant-killed b…
Do you have a source for the 12-unit cap being a game shaping design decision?
https://tl.net/forum/brood-war/526252-newbie-question-about-...
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#86One thing i remember best about the original C&C is a gorgeous installer [1]! Being one of the first games that came on CD, I thought it is the standard of the things to come. Unfortunately, the future disappointed: every other game came with a boring windows installer. [1]: https://youtu.be/cioyLQ2O6yc
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#87One thing i remember best about the original C&C is a gorgeous installer [1]! Being one of the first games that came on CD, I thought it is the standard of the things to come. Unfortunately, the future disappointed: every other game came with a boring windows installer. [1]: https://youtu.be/cioyLQ2O6yc
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#88Something to note about the 90s-era is that the "death ball" of cheap units was *aggressively* mitigated in almost all strategy games. * Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. * Command and Conquer has infantry, which get rolled over and instant-killed b…
I remember building them en masse.
Also, in StarCraft you could save groups, with 1-5 you had 60 units.
I remember building masses of the same unit in these games.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#89Something to note about the 90s-era is that the "death ball" of cheap units was *aggressively* mitigated in almost all strategy games. * Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. * Command and Conquer has infantry, which get rolled over and instant-killed b…
That's not how I remember things TBH. Only something like a nuke would kill all units on the same tile.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#90Something to note about the 90s-era is that the "death ball" of cheap units was *aggressively* mitigated in almost all strategy games. * Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. * Command and Conquer has infantry, which get rolled over and instant-killed b…
Wasn't the grenade infranry pretty good against tanks in C&C? I remember building them en masse. Also, in StarCraft you could save groups, with 1-5 you had 60 units. I remember building masses of the same unit in these games.
Nominally, it was rockets were the anti-tank infantry. But both grenades and rockets get squished with alt-move. Tanks are faster than infantry, so the tanks get the squish rather easily.
The infantry player can defend against the squish by spamming "X" (which scatters your units in random directions). But given that tanks are threatening a one-squish kill + have faster movement, grenades are a rather poor choice to "death ball spam".
Furthermore: a dead grenadier explodes, causing damage to all other nearby grenadiers (causing __cascading__ explosions), often times wiping out your own "death ball". That is to say: a "death ball" made out of grenadiers end up killing themselves more often than not.
Grenades are primarily anti-infantry and anti-building units in C&C. They serve the job well in that regards. But its incredibly dangerous to spam these units in C&C.
-----------
"Death Balls" existed in C&C, but you had to use far more expensive tanks to be able to get there. The cheaper units (rockets, grenadiers) were simply ineffective.
Nod arguably had a good death-ball strategy with bikes, but bikes were weak vs infantry (though they outran infantry pretty severely). Light Tanks was a more reliable Nod-based death-ball IMO.
> Also, in StarCraft you could save groups, with 1-5 you had 60 units.
Not like Starcraft 2, where you can save a singular group of 400 zerglings with Ctrl-1.
Even then, Starcraft 2 has Psi Storm and area-of-effect damage (banelings, colossus). So its not quite as easy to construct an appropriate "death ball", unless you've scouted out your opponent's build. So its not a "Braindead" kind of death ball, but... still a death ball at the end of the day.
> I remember building masses of the same unit in these games.
Nothing quite like Advance Wars mechanized infantry (aka: rockets). That was truly a single-unit deathball game, lol.