Earlier quoted context omitted.
total annihilation aircraft were pretty fun things to blob, although they were fragile and vulnerable to splash damage, particularly to the flak weapons that were added in the expansion. a glorious thing about total annihilation was the ballistics model: ground units without dedicated anti-air weapons could attempt to fire their guns at aircraft -- nearly all the time they'd miss, but occasionally a heavy tank could…
Gosh, I really miss TA. I never felt like another RTS matched TA for variability, even though I basically only ever played against one friend.
OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
121–130 of 204 posts
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#122Something 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…
most total annihilation units couldn't shoot past each other, the one who could where large, slow, fragile or otherwise unable t effectively blob due high weapon spread or vulnerability to splash damage.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#123Earlier quoted context omitted.
A situation that arises rather often in Axis and Allies, Civ4, Starcraft 2. It results because of math. To defeat 100 units of equal strength requires *more* than 100 units (!!!). Take for example 100 Zealots (Starcraft / Starcraft 2 melee unit). If you send 1-Zealot vs the 100 Zealots, it will die before it deals much damage. In fact, even if you send 10 Zealots vs 100 Zealots, the 10-Zealots will almost certainly d…
The formalization of this is "Lanchester's Laws", equations that estimate the strength of unit numbers. Here is an excellent video explaining these laws in the context of Age of Empires 2: https://youtu.be/wpjxWBwLkIE
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#124One 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
#125Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#126Something 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…
In other words your early game units are some of the strongest units in the game, just not by default. For example the Zergling could be upgraded 3 times for a stronger attack, 3 times for stronger defense, once for movement speed, and late game an upgrade for increasing attack speed.
But you can hardly have death balls because of the 12 unit selection cap you mentioned. Plus you wouldn't want to have death balls of a single unit because units were designed to work well together, ie: zerglings paired with defilers / lurkers.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#127I love the C&C series. Really enjoyed playing through the remaster recently. Way more difficult than I remembered. But what I really want is a remaster of Red Alert 2!
From an official standpoint, I was able to pick up RA2 (not remastered) from Origin this summer. They make it incredibly difficult to find, and it's not part of the C&C Remastered Collection. But, I was able to pick up a collection of the non-remastered C&C games for $10 or $20. RA2 was a bit of a pain to get working in Windows 10. It took some manual tweaking to ini files, startup arguments, compatibility mode and manually reducing the game speed from very fast to medium to be playable (every game you start).
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#128Earlier quoted context omitted.
A situation that arises rather often in Axis and Allies, Civ4, Starcraft 2. It results because of math. To defeat 100 units of equal strength requires *more* than 100 units (!!!). Take for example 100 Zealots (Starcraft / Starcraft 2 melee unit). If you send 1-Zealot vs the 100 Zealots, it will die before it deals much damage. In fact, even if you send 10 Zealots vs 100 Zealots, the 10-Zealots will almost certainly d…
It's been a long time, but IIRC you could still group units in SC1 and bind them to number keys. So maybe only 12 at a time, but you could still navigate multiple groups of 12 with just a few keypresses.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#129Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#130Earlier quoted context omitted.
total annihilation aircraft were pretty fun things to blob, although they were fragile and vulnerable to splash damage, particularly to the flak weapons that were added in the expansion. a glorious thing about total annihilation was the ballistics model: ground units without dedicated anti-air weapons could attempt to fire their guns at aircraft -- nearly all the time they'd miss, but occasionally a heavy tank could…
Gosh, I really miss TA. I never felt like another RTS matched TA for variability, even though I basically only ever played against one friend.