EA Forums - Banner

2023 Wish List of Features for Developers to Implement Into the Game

Prev1
Happy start to the 2023 year developers! I have a small(ish) wish list to provide some functionality to the game. A lot of these features are already being done in the form of scripts, but it would be much better to formally introduce these features as part of the game:

1. Increase markers available. I believe the maximum is 10 per alliance and 1 per player. This needs to be expanded. I recommend 10 for each type of alliance marker as a starting point. Additionally, players should have more than 1 marker available other than a reservation marker. Each player should be able to add 5 markers.
2. Provide officers the ability to mark up to 50 NPCs at one time for planning purposes. This feature should allow alliance offers to mark a base for shooting. A generic term such as "Target" or "Shoot" along with the Forgotten NPC lettering to change color which will help differentiate the targeted NPCs from nontargeted NPCs (similar to the blue background when players save formations).
3. Tunnels should "glow" green or red when a player uses the move function. This will help players determine if their base will activate a tunnel or not.
4. A count of qualified NPCs should be provided during the move function to provide players information on how many waves the move will place the base into.
5. Limited NPC layout sharing should be added. There is a nifty script called Baseshare. Essentially, any alliance member can view a base further away as long as another alliance member base is within range of the base. This feature should be incorporated into the game. It doesn't take away from the essence of the game, but it does provide a more enjoyable experience for the player.

Replies

  • i agree with #3 and #4 for sure, people that use the scripts have way too much of an advantage over the players who will not or cannot use scripts. It would be nice to know how many waves of attacks I will face from forgotten attacks and if my base is in fact activating a nearby tunnel. however i do not agree with players being able to see into shielded bases or being able to see targets out of range, as the script mentioned provides. i also do not agree with players being able to see when an enemy player is online using a script. I also dont agree with the economy control scripts that choose the appropriate upgrades based on maximizing return on investment or the auto repair scripts that heal base damage for you while away. It may seem harsh but i also dont agree with scripts that find layouts and list them according to desired features. i think these scripts have made this game way too easy for some and at the same time increased the difficulty exponentially to their adversaries, not that there any. now pay attention to the servers played over the past few years and see that potential adversaries have diminished to a point of no return and the large group of players using the scripts are cooperating to such an extent it really doesnt even matter what changes are made to this game. before the cooperating masses jump down my throat for my opinions, they are just opinions and not demands. As for the markers in point #1, i believe there should be a new subset of command markers and each player should be given an extra marker to reserve an intended attack target and move position.
  • Maybe a fog of war environment for the continent map that diplomacy or some reconasence feature would remove....
  • Maybe a fog of war environment for the continent map that diplomacy or some reconasence feature would remove....

    wouldnt really work in this game since diplomacy connects all cooperating alliances and all alliances cooperate, when i say all alliances cooperate my main references are the last wcs and the newest server. lol
  • my wish is that this development team would put an end to rewarding mass collusion. i know people have free will to do as they like but rewarding players for being agreeable cooperative and passive has turned this game into a bore fest to say the very least. my only wish is for an environment with choice. every alliance in the new server is on the same side and even if it shows that there are alliances set as enemy, undoubtedly someone will likely run in here to try and prove, we all know that those players have cooperated in the past and will in the future. my point is that there are players actively working to establish mass cooperation as a strategy to win, usually it works and it is the easiest way to get a badge and has become a bit of an embarrassment if you ask me. i dont agree that alliances and players should be rewarded for participating in that type of collusion to such an extent as the entire server ends up on the same side. if those players come in here and argue that it is not a problem i can understand that, its the only way they can ever win, i dont want to take that away from them at all i swear i just wish for server that only gives 3 medals. it really is the simplest solution to take away the reward for players jumping on the same boat. in my opinion this boat will sink if we continue to see servers full of one team.
  • gamerdruid
    5025 posts Moderator
    I totally agree, servers should give a limited number of medals! I'm not sure that 3 should be the number, but the principle of a limited number of medals for future servers is a good one.

    I am not an employee of EA/Envision. The views expressed are my own!
  • SpeirFein
    87 posts Member
    edited January 5
    @EE_Elephterion, @enigm, @gamerdruid

    I have an idea for a World Series! I think it’s doable, but feel free to rain on my parade.

    Over the course of the year, EA/TA releases 3 small worlds:
    1. Forgotten world;
    2. A morale world;
    3. A unique world.

    The unique world is the final world. No RT, CP, or packages can be purchased. Rather, EA assesses a “fee” to join this world (have the financial department determine equivalent fee needed to cover costs + profit).

    Each of these worlds are graded on a points system:
    1. First, second, and third place badges;
    2. Most PvP and PvE done by an alliance.

    After completion of all three worlds, whichever team has accrued the most points wins first place and Tiberium Alliances World League Champion badge.

    Also award individual awards:

    Tiberium alliances World League Champion - Most PvE / PvP badges. This would be weighted by calculating the total hit points of player or NPC bases. This would eliminate players gaming the system of hitting low level bases to try to win by hit count.

    Honestly, I feel this would inject some competitive life into the game. Create a bracket system of qualified worlds (similar to a Premier League concept) and have teams battle it out on worlds throughout the year.

    You’ll need to make the worlds small enough where they can be reasonably completed within 3 months or less so there are buffer months for alliances to regroup and strategize before the next world starts.


  • Imagine a world with a limited number of badges and a smaller alliance size, say 15 members max.

    Not sure how it would work balance wise but it would make holding POIs a lot more difficult and potentially spur on a bit more competition.
  • Reducing alliance size by even half (25) would force more competition in a server. I’m a fan of that. Reducing to 15 would essentially eliminate all the major grievances of alt usage too by effectively isolating alt armies without the assistance of other alliance members. I think it’s been shown time and again alt feeding has its limitations if the supporting cast around the super base is lacking.
  • Instead of reducing alliance sizes or limiting medals you could always pre register teams for the wcs, max 50 players but reduced availability for participation of alt accounts. maybe this could be done in forum with an agreement to use max 1 alt each or none at all. Try allowing only one team per sector, max 50 spawn locations in a given sector could eliminate the alt abuse. obviously the pro player base is limited and most of the players know each other and are on good terms so assuming pvp would not be happening at all until the center is reached, i think it would be the best way to determine which groups deserve the medals.

    The best part of this game when it was young was the way diplomacy could upend the global order. In world 5 there was an alliance called NBD, player jecole may remember, they were quite prolific at recruitment of allies while holding the top score and had all other top ten ranked alliances tagged with NBD. All it took to bring the entire conglomerate down was for me to attack them and show others they were easily destroyed while suggesting to other nonaligned alliances that they would be destroyed soon if they do not help me. In less than a week all of NBD was gone from the server and It only worked because there were 100 alliances or more on the map and at least 5000 players were active, i think the world may have even had slots for 10-20 thousand.

    Maybe slap a coat of paint on the god awful art in this game, maybe retract a few patches that diminish the interaction of pvp and rerelease it with a small advertising bid on youtube. maybe a future wcs could spark the interest and excitement in players it once had. The biggest issue so far in this game is not being able to compete with the best players who all work together, it made the last wcs invalid if you ask me. project can say all they want that its not their fault nobody else showed up to the wcs, but it is entirely their fault that no group of 50 players wanted to play against the whole rest of the game. but project would have never needed to be formed if the german version of it wasnt so dominant for the first 8 years of this games life.

    Now that everyone seen the results of mass cooperation in the last wcs they have the chance to change it for the next one. my suggestion of 3 medals per server could also be healthy for the wcs environment as a lack of reward for simply following the leaders may inspire new divisions and new tactics from those of us not included in the mass cooperative scene. the biggest downfall of this game is that pvp had been frowned upon for so long by players that development was forced to reduce its viability. many enthusiastic players preferred pvp as a method of gaining a dominant position. Russian players especially could be counted on to aggressively expand their territory, now they are way more passive though they were still the only ones to offer resistance to the wieners of the last wcs.

    The dynamic of having more than one opponent has been lost in this game as most servers consist of one mega alliance against a select group of pros with perhaps 1 or 2 allies. team building could be helped with fewer badges even if it only happens in one server type but it should come with some sort of reduction of power from the advantage of having scripts because they are what truly separate the pros from the joes besides the mastering of an unchanging economy. whatever happens i know i wont be a part of it so good luck in the new year to all and hopefully you get to enjoy the next wcs.
  • Idk, I was thinking maybe an offensive artillery feature. Would mean lots of changes though...just imagining.
  • regarding the fortress, it should be a 1 fort hit game, only 1 winner then cut off the server, makes no sense at all to make the fort higher each time it is hit, so do everyone a favor and make all servers just 1 fortress per server
  • markers? who really uses markers? most players now use the base tag script, layout reservations go in the forum, markers just make crashes in the game, get rid of them, if you dont know what direction to dig in by now then you should find a different game to play
  • tunnels, everyone knows how they work, it even tells you whan you click on them, there is no such thing as tunnel blocking, and all you have to do is be within 6 levels of them to spawn outposts, its basic and simple, only problem is that some big players are too greedy and too spiteful to share outposts with other team mates, even though they are in the same team, stop being greedy and share what you spawn, its a team game not an individual game, remember that.
  • also, if players want to leave the team they are in from the start, they should pay a penalty if they leave that team, on a veteran server if you leave a team then you lose all the VP you gained for that team, so something should be done on normal servers too, too many teams doing merge and players switching teams too much, this needs to be prevented and should cost them to do it. alts are used, should put a 30 day block on players so they cant leave the alliance or be kicked for 30 days or something
  • markers? who really uses markers? most players now use the base tag script, layout reservations go in the forum, markers just make crashes in the game, get rid of them, if you dont know what direction to dig in by now then you should find a different game to play

    i like to use markers for other things than base layout reservations such as identifying hostile targets keeping track of incoming enemies or indicating next movement locations and creating formations.
  • tunnels, everyone knows how they work, it even tells you whan you click on them, there is no such thing as tunnel blocking, and all you have to do is be within 6 levels of them to spawn outposts, its basic and simple, only problem is that some big players are too greedy and too spiteful to share outposts with other team mates, even though they are in the same team, stop being greedy and share what you spawn, its a team game not an individual game, remember that.

    an indication tunnels are active could help players nearby identify if they are activating them, some times its not easy to tell how many spaces away you are when its on an angle
  • also, if players want to leave the team they are in from the start, they should pay a penalty if they leave that team, on a veteran server if you leave a team then you lose all the VP you gained for that team, so something should be done on normal servers too, too many teams doing merge and players switching teams too much, this needs to be prevented and should cost them to do it. alts are used, should put a 30 day block on players so they cant leave the alliance or be kicked for 30 days or something

    there is too much potential for exploit in having a penalty for leaving an alliance. what would stop anyone from recruiting and kicking players for petty reasons.
  • regarding the fortress, it should be a 1 fort hit game, only 1 winner then cut off the server, makes no sense at all to make the fort higher each time it is hit, so do everyone a favor and make all servers just 1 fortress per server

    what makes no sense is rewarding players for joining the winning side beyond a few teams. diplomacy was supposed to be a big part of the game but i dont think the intention of the original developers was to have everyone on the same team to exploit an endless reward system. i believe only 3 medals should be awarded and continuous fort kills being possible still should only result in participation ribbons and not badges that are free wcs entry keys.
  • I would think a veteran server would have players who already know how to play well with each other so alliances would be pretty much how they were.
    I've never seen a top alliance not have the same list of players they pick from once they join the server. It always came down to playing style at that point but you could just about guess that a player would be somewhere in a top alliance with accuracy.
    The recent top alliances keep winning because the old habitual server winners do not play any more to challenge them for some reason. The game has never been better in my opinion but has never had less players?
    There was a time when a server would pick up most of its players after the first fortress win since the top players had moved to the next available server.
  • I would like to see something to "wake up" some of the older worlds and make them still fun to play in.

    Maybe some alien attacks based on the C&C3 alien faction. Similar to the satellite warning of a crash, there would be a 24 hour warning of an alien attack. The aliens would then drop 25 bases destroying everything in the designated area. Let's say the aliens are level 35 when they start. If no one destroys them they bring in 5 more armies per week, they continue to kill Forgotten, Nod and GDI, take over POIs etc., they eventually become 50 strong and attempt to kill the fortress and take over the world. If this happens, then the world ends.

    This along with some other inputs and suggestions for the aliens would definitely make things interesting. What do you guys think?
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. Sign in or register to get started.