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I can‘t see that well, having the text a bit bigger really helps me to type.
To reduce the total amount of units on the field I also had the suggestion of reducing the pop cap. But tbh I don‘t think that too many units on the field is that bad, we have to betatest it to see if the game is still playable with so many units on the field. Maybe increasing the unit respawn timer will be necessary.
I think with some experimentation and optimization a 2 vs 2 mode on the same maps is indeed possible.
@xMaksuss wrote:To reduce the total amount of units on the field I also had the suggestion of reducing the pop cap. But tbh I don‘t think that too many units on the field is that bad, we have to beta test it to see if the game is still playable with so many units on the field. Maybe increasing the unit respawn timer will be necessary.
I think with some experimentation and optimization a 2 vs 2 mode on the same maps is indeed possible.
I think a map would get too crowded if there were like 20 to 24 units moving and attacking the other team. Proven that half of all the units are lined up on one side, doing an offense might be tricky if there are so many units guarding each other. Chances are the central pad is left vacant cause all 4 players don't want to risk being attacked with at least 8 units at once. It might end badly with ties again and again. I would suggest a 10 to 20% map size increase and allow allied units to occupy the same tile. Also tiberium should be more valuable as you only get to have 2 nodes as the other belongs to your ally. I would suggest that the tiberium lasts twice as long. I have a feeling Ion cannon and catalyst missiles can be used to break a really tough defense. We should also implement a unit exclusive to this map to break tough defenses. The demo truck I suggested before would be nice, even if GDI uses it. For GDI, however, the driver in an AI, like a robot sitting on the driver's seat.
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