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1) - makes money - don't think it's going anywhere. However cosmetics are likely to show up.
2) I feel deck size is there for a good reason. It is part of the strategy simply by being limiting.
However. I'd like to be able set a 7nth unit. Then - in game - you can swipe a unit card and have it transfer out to be replaced by that 7nth card. Let it cost 80 tib - and you lose access to that slot for like 15 seconds (whatever seems like a good cost)
I think this re-deployment option could be really nice in higher ranks where you're facing the same player again and again - the 7nth phantom card could change a whole match!
3) All for more controls - I like the ideas - especial the rotate, that's kind of a big deal for ALL units. I would also like a de-select button. - Tap your own base and de-select all. Something like that.
2) I'd rather decks be more restrictive than too generous. There are some decks I've built where the 6th card is meaningless so I just pick whatever I like, and other more competitive decks I'm thinking to myself that if I had 1 more slot I would have a counter to everything. Which is a bad thing =p
So for now, I'm happy with deck slots.
3) gotta keep KISS in mind when developing controls. Every time you add a drag or double tap you add room for error. "I tried to double tap my mg squad, but ended up moving them instead!" So in general, you wanna keep controls to a single tap which in itself is tough. But good ideas anyways, perhaps we will see them implemented.
- 7 years ago
Although - EA's SW Battlefront 2 did de-monetize their card levels. After, what, 6-8 months? They went from being able to buy cards/crates to only earning those levels by experience.
There was fallout - but I do think most of the community accepted it as better. Now they make money off skins and Fortnite type stuff.
C&C rivals could do the same - you earn experience/level a unit by using it... then anything people have paid for up to that point is kind of locked in - you don't lose anything in the transition and save yourself a LOT of grinding.
There is EA precedent.
- 7 years ago
I'd have to disagree about a well-rounded deck being a bad thing. That's how every RTS is, you have a unit counter to everything. The whole point of an RTS is having better tactics, not a better unit lineup for the entire match. While putting pressure on your enemy's economy is a valid strategy to keep their heavy hitters out of play, it shouldn't be the only viable counter. We're playing a Real Time Strategy game. I get that there are limited technical resources due to the platform of the game, but that doesn't mean that strategy ought to be limited like that.
I do think that @PremierVenoth has a good idea though. Being able to have a backup unit or two to swap out would be a nice compromise. In a way, there's already some precedent with Seth's Drill Pod.
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