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jsuh0107
20-08-2006, 03:32 AM
Please post ideas here that are miscellaneous and can't be put into other topics. The name of your post should be a few words that generally describe your post, or the name of a section that your post should go in that is not currently available on the message board.

jsuh0107
20-08-2006, 03:32 AM
These are the ideas that were on the first CNC VISION site, made up of user submissions and ideas taken from the official forums, credit is given after the idea in parenthesis:

--Quiet Tiberium counter (the TS counter drove me insane, it was so loud and annoying...I want to hear the action and the music, not my money increasing and decreasing! Red Alert 2 did well with the counter volume)
(jsuh0107)

--Multiple death yells and animations, blood! This is a war, we need blood! You're killing infantry anyways, having less blood doesn't make it any less violent.
(Opinion made by many forum members)

--Click mouse wheel to return to standard camera position, like in generals
(Opinion made by many forum members)

--Attack move button, units move to location and attack anything in their path (With priority targeting, units attack enemy units that can kill them more easily than others)
(Opinion made by many forum members)

--Amazing sound effects for machine guns and everything. The conscript in Red Alert 2 had possibly the poorest machine gun sound effect of all time
(jsuh0107)

--Fix annoying thing in generals and other RTS games have where youd have an ECM tank or medic in the team and then you wanted to attack buildings. The ECM tank and medic didn't follow, since they have no attack weapon... such units in C& C3 should have a dummy weapon which allows that they can follow when the team attacks a building... the same with microwave tank in the team against enemy units. This must be fixed!
(DibeliusTD)

--Multiple targeting system:
Instead of having to manually direct a unit or group of units against one target, then another, and so forth, have it so you can quickly click on multiple targets and have the selected units attack them one after another. If one of the selected targets is already destroyed, go onto the next. Basically, a waypoint system for targeting.
(wctsiang)

--Multi-line path finding:
-Really bad description, but in essence, when a group of units is told to go from point A to point B, they all walk on the same path. If a slower unit blocks a faster unit, it waits until the path clears and continues.
-A somewhat smarter way would be to realize that it isn't a single path, but a series of paths all parallel to each another, much like the lanes of a freeway. If a slower unit is in the way, pick one of the alternate paths and pass.
-Carrying the idea further, the selected units would spread themselves over the paths and only change paths if they encounter the above situation.
(wctsiang)

--Easier Harvesting System:
-In older C&C's harvesters often had to wait at the refinery for another harvester that was still miles away to dump its tiberium/ore. This should be fixed in TW, so that the harvester which reaches the refinery first docks first.
-In TS, when you had multiple bases, Harvesters 'd often drive all the way from one base to another base to dump something which it harvested from a tiberium patch near the other base because another harvester happened to be dumping its tiberium already.
-In TW harvesters should always only dump tiberium within a certain radius of the tiberium patch where they just harvested and if there isn't a refinery within this radius, the harvester should always dump the tiberium at the refinery closest by or at a refinery within a certain refinery of that refinery (in case another harvester is docking with that refinery already).
(Bittahcommander)

--When attacking something, unit's pathfinding show find out the best path to attack while avoiding defense.
(Idea made by most of the community)

--Right click mouse wheel button to speed scroll across the map.
(Eshez)

--Pre-set unit formations:
Some sort of hot-key or maybe holding down a key would pop up a list of options such as there are in battlefield 2, then you could choose from a list of preset formations, such as a some sort of guard formation to guard a specific unit, and a front attack formation for attacking a opponent head on, with pawns up front, arty in back, and medium range units in middle, etc.
(Daewootech)

--Grouping and formation option. This would allow for greater customization with units. A group would move as one. There would be many formations to choose from. Examples: Catabrian Circle (tanks only), Wedge (all), Loose (all...good for avoiding artillery fire). You would also be able to choose where each type of unit goes in the formation. Example: Gunners first line, rocket launchers second line, and tanks third line.
(Ekklitz)

--Better team options:
Being able to share resources, as well as have your teammate put units in your APC and then you can control it, etc. Your allies could also sell their buildings to you.
(Daewootech)

--Bigger maps for world domination mode. You should be able to have a second little base that your opponent knows nothing about, and you can make units from it and flank him.
(Svenskdod)

--The idea is simple. Instead of letting all your e.g. weapon factories building one tank in a shorter time you can divide them in workgroups. So from eight weapon factories you can divide them into two workgroups which can produce two tanks at the same time. But because there are in every workgroup four weapon factories they can produce two tanks much faster as a normal weapon factory can do it. The advantages: If you have some time you can let every weapon factory produce a tank. After the production is done you have a full available army. If the enemy is coming closer to your base and you are running out of defense forces you can put all weapon factories into one workgroup and you have in a short time some defense forces available again.
(eusoldat)

--Small UI enhancement - when you click on a unit in TS, you would see a line drawn from the unit to the destination. For far traveling units, this involves a lot of scrolling, and sometimes the line disappears.
-Add a key combination which, when pressed, shifts the view between a unit's destination and the units current location.
-If multiple units are selected and they have different destinations, the key combination does nothing, or gives a negative feedback sound (like when trying to place a building in an invalid area).
(Grayfox0)

--Air combat:
I'd like to have 2 levels of air battle...
Proximity units, like helicopters (Orca Fighters) should be frontline units, taking damage from all ranged weapons (small arms) but with -X% precision depending on speed/movement.
High-flying units should be only targeted by specialized anti-air (AA missiles, fighters, etc).
(Rocambole4)

--When dead, you should be able to use the camera to surf over the terrain like you are viewing the terrain through a units eyes, somewhat like being dead in Counterstrike.
(Djayness)

--Game event buffering:
Have the ability to scroll back to x game events. That way, if multiple events arrive in quick succession, the player can keep track of them.
(wctsiang)

--On-screen keyboard for key mapping screen:
At the key mapping screen, show a graphical representation of a 104-key keyboard, with a smaller version of the category and command list at the bottom. The keys on the keyboard will be dimmed if the key is assigned, and shift- states will be reflected (e.g. if CTRL+F is mapped, F is dimmed when CTRL is held down). When a mapped key on the keyboard is clicked, jump to the command in question. This helps in learning what the keys do for a new player.
(wctsiang)

--Play mission maps as skirmish:
For missions that include base building, have the mission map be available for skirmishes once the mission has been won. A "just-for- kicks" idea.
(wctsiang)

--Since EALA is allowed to use music Klepacki wrote for the CNC games, EALA should use some of his music for CNC3. Klepachki's music could also be updated in order to capture the feel of CNC3. For example, a remix of the tune "Airstrike" should return in CNC3 since it's the classic main theme for GDI.
(JollyDoomVirus)

--Picture-In- Picture
-For those multi-pronged attacks, have the ability to "pop" in small windows with a view of the battlefield.
-Each of the views will operate independently (scroll, rotate, zoom), but only one group of units will ever be selected over all the views (including the main view). However, actions for the selected units can be done against any of the views.
-Example: Have the main view selected on the enemy base. Have two small views positioned at the corners showing (1) the main battle force and (2) a small engineering corp. Both these forces are in different sides of the base, but out of sight of the main view.
-Select the main battle force (view #1), and attack the base (main view). Then select the engineering corp (view #2), and sneak through the back (main view) while the enemy is distracted and take over the buildings.
-Normally, this would require using the map bookmarking, unit bookmarking and a lot of key presses.
-I suggest this over split view since it is more dynamic, and less distracting, as split view radically alters your main view as well.
(wctsiang)

--Face/head on the cover like all the other CNC games
(cncforenchrissyx)

--Awesome installers like the old ones, no boring install shield.
(Opinion made by most of the community)

--Generals style main menu with a battle in the background, only possibly have up to 5 battles in randomly picks from. Make the main menu faster, as the generals menu was very laggy. Perhaps the menu could be themed in the options menu (a theme for each faction in the game)
(jsuh0107)

--Bigger scatter when hitting the X button!
(jsuh0107)

--WORLD BUILDER
(Opinion made by many forum members)

--Maps for World Domination have to be bigger, you have to be able to hide the production of your forces or have a second little base that your opponent knows nothing about when destroying your main base so you can flank him.
(svenskdod)

jsuh0107
20-08-2006, 03:32 AM
By Ekklitz:

Garrisoning should have a whole new importance in CNC3. It should help in attacking, defending and expanding. The first point I wish to make about this issue is on the defending part. We all remember the bunkers from Generals; they had to be destroyed before the units inside them died. Well that�s fine if it�s a defensive bunker- but what would happen if you could garrison walls? Your units that garrison walls could quickly and efficiently move around the wall and reach a threat before it is too late. Once they are near they could do battle with them, run around a bit, and take down the enemy. But, the enemy could kill the units on the wall too, so it would be a battle in which the units on the wall have the upper hand, but are not invincible. This would not only make game play tactics more realistic, but it would improve the aesthetic qualities of the game. Perhaps when getting to a threat there could be a little monorail system on the wall
for the GDI and buggies for nod. This would make it more realistic and again- look cool. The walls could have towers every so often where the Los is greater and they should be the entrance to the wall for garrison.

Well does this Idea just go for walls? Of course not!

Well ships, in the past CNC ships haven�t been very realistic if were being honest. A tiny bit bigger than a tank, and in some cases- smaller than a tank, these ships were fun to use, but looked incredibly stupid. Ok then we move onto Generals- Ok slightly better, we couldn�t use them but they looked ok. The transport! Again slightly bigger than a tank, realistically could only transport people. Not tanks as they do in some missions.

Well how could we get them perfect? Well again, the answer lies in garrisoning.

On a large ship people would be running around, manning the fixed weapons- grenade launchers, machineguns.
So how could we do this on CNC3?

Well the Ships that you train should start off with a certain amount of crew, this crew like a standard version of your basic gunner, a bit more health, a little less attack. These crew members should automatically man the machine guns and grenade launchers when threats are near. If you wish to assault an enemy ship, you can tell your crew to board a little boat which is launched off the side of your ship. This little boat will speed towards the enemy ship. If it doesn�t get destroyed whilst journeying across to it, the crew members can board the enemy ship. If enemy crew members are still onboard their ship a battle will ensue, they will control their ship until every single crewmember onboard is dead or has abandoned ship. Once you have won the battle you can choose to either destroy the enemy ship, or capture it. To capture it you will need a certain amount of your crewmembers onboard. If you choose to destroy it you will get a small cash bounty.

You can top up the amount of crewmembers in your ship by adding infantry to it.

On the subject of garrisoning ships, Aircraft carriers should not come with aircraft already onboard. Instead they should come with no aircraft- only crew members. If you wish to put aircraft onboard you should have to fly them in from where they are trained on land. There should be a certain amount of aircraft you can put on a ship and all different
types should be allowed onboard. Then if you wanted to have a big calculated strike to the enemy there should be a
button that you press that lets you plan what unit attacks what. Then there should be another button that you can press- this should confirm your plan and your attack would go ahead. This would make aircraft strikes more useful and look better. There should be a similar thing on land airfields/helipads. Most ships should be able to carry a transport Orca.

Light vehicles should also be able to be used onboard ships when enemies are onboard.

If worst comes to worst you should be able to order your crew to evacuate they would then either enter the nearest transport orca or Fast escape boat and speed away to wherever you tell them.

If this is an aircraft carrier, all the money you spent on the aircraft would not go to waste; they would be able to speed back to your base and the nearest helipad/airfield.

Well what about submarines?

Submarines should have an option to surface to use different weapon types than torpedoes. If the submarine is like this, it should be able to be assaulted also. Submarines would also be very good at dishing out assaults too.

A few torpedoes and your enemy�s ship might decide to abandon ship, leaving it for you.

The systems I described would make Naval Battle so much more fun and a lot more realistic.

I know that I said gaining ground� But how could garrisoning structures be implemented here?

Well a unit that Red1van came up with and I modified might just be the answer.
Name: Pusher
Position: Ground
Type: Transport/ General
Description: Comparable to a humvee this light mech is ideal for raiding attacks that will hit the enemy hard. Garrisonable by up to 8 infantry this light mech is ideal for ambushes. Also armed with an auto cannon good at causing infantry carnage at short range. But this is another unit that isn't a one trick pony. It can dump its bunker and will have to run back to base weaponless before it can get another one fitted at the war factory. It can then pick up it bunkers at a later date. This is good for quick expansions Also when it dies its bunker falls to the ground at half health.

This Idea could be adapted for another side. Remember the popular turret bomber Idea I came up with? Well an upgrade for the transport orca could see it dropping bunkers. It would be defenseless. But it could drop bunkers to gain ground, then it would have to fly back to the helipad to get another bunker fitted.

jsuh0107
01-09-2006, 12:06 AM
An idea emailed to me:

Building walls and gates independant

You should be able to build walls and gates independant from other defence
buildings. The best solution would be that they would be build like in Non-C&C
games. You just click on the wall button, draw your walls on the ground and set
gates. If you did something wrong just remove it from the holographic looking
sketch. After you are done just click on the ACCEPT button. The walls and gates will
be build then automatically. So you don't have to set a wall up piece for piece.
(MrCalhoun556)

chickendippers
01-09-2006, 12:11 AM
You mean like in Tiberian Sun and Red Alert 2?

jsuh0107
15-09-2006, 08:51 PM
I posted this on the official forums and just thought id place it here also:

1. I remember someone came on here and said that they are hard of hearing and have always had trouble hearing what people say in the FMVs. They suggested having subtitles and I think that is an amazing idea, and just wanted to bring it up again.

2. Please make it so after you view a video it goes into a menu so that you can watch them again whenever you want. I think they had this in RA2.

3. Please make the songs that are in the game available in the game folder stored on your computer. Trying to listen to the songs on the old CNC games is a pain as you have to extract them with a fan made program and such. Can you please just place them in the folder?

4. Any chance of us being able to add our own songs into the game? An idea I thought of is that the game could have a songs folder on your computer, and it reads songs out of their. You can add songs into that folder and they would be in the game. You could make the default songs uneditable or something. I would mainly like this so I could add in some classic cnc songs that I love.

MadBadger
16-09-2006, 01:10 AM
Rip it to shreads time :D ... Terry Caller... Darker than a shadow if you please :D




--Quiet Tiberium counter (the TS counter drove me insane, it was so loud and annoying...I want to hear the action and the music, not my money increasing and decreasing! Red Alert 2 did well with the counter volume)
(jsuh0107)

Yeah good point... maybe it can be a 3d sound... you hear it when near a refinery/money maker

Thou! and this is important! units being made sounds must continue if multiple warfactorys are continued with! I need to know when the Stealth tank has built or the flame tank ;)



--Multiple death yells and animations, blood! This is a war, we need blood! You're killing infantry anyways, having less blood doesn't make it any less violent.
(Opinion made by many forum members)


A nice effect yes.... but look at games which have this.... ooooh yes there certificate is higher ;)

Blood kinda looks tackey when you see it on tiny soldiers as its too big to be realistic..... the soldiers would need to be twice the size.




--Click mouse wheel to return to standard camera position, like in generals
(Opinion made by many forum members)


This will be there thou..... there using the same flipping engine! interface will be almost the same ;)



--Attack move button, units move to location and attack anything in their path (With priority targeting, units attack enemy units that can kill them more easily than others)
(Opinion made by many forum members)


Ugh..... and where is the required skill? If you cant put your anti-inf units into a team and your anti-tank units in a team and use teams effectivly.... then screw you! why should it be made easyer? It takes skill to pick out rocket men with one team and then swap to tanks and shoot other armour (all while you have a group of choppers going after the arty and planes nailing reinfrcments!



--Amazing sound effects for machine guns and everything. The conscript in Red Alert 2 had possibly the poorest machine gun sound effect of all time
(jsuh0107)


yeah.... better sounds would be good.... check the ZH Shockwave mod.... gunners acctually sound like gunners! How hard is it to take an M16 down to a range and record a load of shots?



--Fix annoying thing in generals and other RTS games have where youd have an ECM tank or medic in the team and then you wanted to attack buildings. The ECM tank and medic didn't follow, since they have no attack weapon... such units in C& C3 should have a dummy weapon which allows that they can follow when the team attacks a building... the same with microwave tank in the team against enemy units. This must be fixed!
(DibeliusTD)


Yeah V annoying.... but again with the teams.... What needs to be addressed is the auto attack by units like the EMP tank (well exactly like the EMP tank) where it attacks some random unit leaving all your other units vunerable to rocket strikes :(



--Multiple targeting system:
Instead of having to manually direct a unit or group of units against one target, then another, and so forth, have it so you can quickly click on multiple targets and have the selected units attack them one after another. If one of the selected targets is already destroyed, go onto the next. Basically, a waypoint system for targeting.
(wctsiang)


Yeah.... rip the waypoint system off RA2... it was a beaut! creating patrols was great! needed on the florida keys mission (where u gota make the chronosphere) make a waypoint with a seal C4in' the bridge and you never need worry about being attacked from the bridges (mind you..... everytime the seal gets to the bridge and plants C4 it triggers a plane and enemy engies to be released.... posible to have 30-40 transport planes on the map either droping engies or leaving lol!)



--Multi-line path finding:
-Really bad description, but in essence, when a group of units is told to go from point A to point B, they all walk on the same path. If a slower unit blocks a faster unit, it waits until the path clears and continues.
-A somewhat smarter way would be to realize that it isn't a single path, but a series of paths all parallel to each another, much like the lanes of a freeway. If a slower unit is in the way, pick one of the alternate paths and pass.
-Carrying the idea further, the selected units would spread themselves over the paths and only change paths if they encounter the above situation.
(wctsiang)


YES YES YES OH GOD YES! The number of times all my units want to go through that tiny gap between the bunker and the cliff instead of the otherside is stupid! if your army gets spread out then 1 or 2 rocket men can own 50-60 tanks easy!



--Easier Harvesting System:
-In older C&C's harvesters often had to wait at the refinery for another harvester that was still miles away to dump its tiberium/ore. This should be fixed in TW, so that the harvester which reaches the refinery first docks first.
-In TS, when you had multiple bases, Harvesters 'd often drive all the way from one base to another base to dump something which it harvested from a tiberium patch near the other base because another harvester happened to be dumping its tiberium already.
-In TW harvesters should always only dump tiberium within a certain radius of the tiberium patch where they just harvested and if there isn't a refinery within this radius, the harvester should always dump the tiberium at the refinery closest by or at a refinery within a certain refinery of that refinery (in case another harvester is docking with that refinery already).
(Bittahcommander)


Yeah... ZH did solve this wonderfully! even if you have (I'll use workers for the example) workers going to a supply pile (EBIL!) and to a dock then build a dock closer to the supplys.... the workers will start going to the new dock without instructions!



--When attacking something, unit's pathfinding show find out the best path to attack while avoiding defense.
(Idea made by most of the community)


please dont make me kill you all..... serriously.... this is ****! come on! where the **** is the skill in finding a hole in defence if your just gonna let the PC find it!



--Right click mouse wheel button to speed scroll across the map.
(Eshez)


yeah.... good that....



--Pre-set unit formations:
Some sort of hot-key or maybe holding down a key would pop up a list of options such as there are in battlefield 2, then you could choose from a list of preset formations, such as a some sort of guard formation to guard a specific unit, and a front attack formation for attacking a opponent head on, with pawns up front, arty in back, and medium range units in middle, etc.
(Daewootech)


no.... stops the whole teams and skill thing.... if you can get your teams sorted with arty behind then you have skill! If i can damn well do it any fckin idiot ourta!



--Grouping and formation option. This would allow for greater customization with units. A group would move as one. There would be many formations to choose from. Examples: Catabrian Circle (tanks only), Wedge (all), Loose (all...good for avoiding artillery fire). You would also be able to choose where each type of unit goes in the formation. Example: Gunners first line, rocket launchers second line, and tanks third line.
(Ekklitz)


NOOOOOOOOOOOOOO!!!!!

At the most you should have 'dumb' formations like the units go into a line, staggered line etc.... no smartness where they go by HP/range/dick size...




--Better team options:
Being able to share resources, as well as have your teammate put units in your APC and then you can control it, etc. Your allies could also sell their buildings to you.
(Daewootech)


Yeah.... not all bad.... not sell buildings thou...... give cash yeah! make some great team strats! and transporting units is good too.



--Bigger maps for world domination mode. You should be able to have a second little base that your opponent knows nothing about, and you can make units from it and flank him.
(Svenskdod)


ahem.... MCV + Carryall = ....... OH SNAP OWNED!



--The idea is simple. Instead of letting all your e.g. weapon factories building one tank in a shorter time you can divide them in workgroups. So from eight weapon factories you can divide them into two workgroups which can produce two tanks at the same time. But because there are in every workgroup four weapon factories they can produce two tanks much faster as a normal weapon factory can do it. The advantages: If you have some time you can let every weapon factory produce a tank. After the production is done you have a full available army. If the enemy is coming closer to your base and you are running out of defense forces you can put all weapon factories into one workgroup and you have in a short time some defense forces available again.
(eusoldat)


too complex..... I'd prefer being able to stick aload of wars in 1 group so you can make multiple units at multiple wars with 1 click....




--Small UI enhancement - when you click on a unit in TS, you would see a line drawn from the unit to the destination. For far traveling units, this involves a lot of scrolling, and sometimes the line disappears.
-Add a key combination which, when pressed, shifts the view between a unit's destination and the units current location.
-If multiple units are selected and they have different destinations, the key combination does nothing, or gives a negative feedback sound (like when trying to place a building in an invalid area).
(Grayfox0)


That damn line annoys me.... I installed RA2 this morning and sent Tanya for a swim to nail a few commies attacking Liberty..... I saw a green line going to a dreadnaught and instantly went to ESC and turned them off.....

But yeah..... viewing a units destination not all bad...



--Air combat:
I'd like to have 2 levels of air battle...
Proximity units, like helicopters (Orca Fighters) should be frontline units, taking damage from all ranged weapons (small arms) but with -X% precision depending on speed/movement.
High-flying units should be only targeted by specialized anti-air (AA missiles, fighters, etc).
(Rocambole4)


Take it you want all units to be able to shoot 'choppers etc? no.... why have choppers if anything can shoot them? nice idea but no...



--When dead, you should be able to use the camera to surf over the terrain like you are viewing the terrain through a units eyes, somewhat like being dead in Counterstrike.
(Djayness)


errr..... you can..... have you efver played Generals? serriously..... if you wanna know about CNC3 play generals/BFME/BFMEII they are using the same damn engine thats being used for CNC3..... all have the 'observer' option and when you die you 'observe' although observer to observer chat would be good....



--Game event buffering:
Have the ability to scroll back to x game events. That way, if multiple events arrive in quick succession, the player can keep track of them.
(wctsiang)


yeah! also be able to see a console and view ALL messages from the game.



--On-screen keyboard for key mapping screen:
At the key mapping screen, show a graphical representation of a 104-key keyboard, with a smaller version of the category and command list at the bottom. The keys on the keyboard will be dimmed if the key is assigned, and shift- states will be reflected (e.g. if CTRL+F is mapped, F is dimmed when CTRL is held down). When a mapped key on the keyboard is clicked, jump to the command in question. This helps in learning what the keys do for a new player.
(wctsiang)


or a bit of paper with all the keys & commands on it......



--Play mission maps as skirmish:
For missions that include base building, have the mission map be available for skirmishes once the mission has been won. A "just-for- kicks" idea.
(wctsiang)


Meh..... maybe for quick skirmish have pre-made bases up to a certain tec level?



--Since EALA is allowed to use music Klepacki wrote for the CNC games, EALA should use some of his music for CNC3. Klepachki's music could also be updated in order to capture the feel of CNC3. For example, a remix of the tune "Airstrike" should return in CNC3 since it's the classic main theme for GDI.
(JollyDoomVirus)


Or EA could get its hand out its pocket and buy Frank..... trust... he would do stuff for CNC3 if EA gave him enough cash ;)



--Picture-In- Picture
-For those multi-pronged attacks, have the ability to "pop" in small windows with a view of the battlefield.
-Each of the views will operate independently (scroll, rotate, zoom), but only one group of units will ever be selected over all the views (including the main view). However, actions for the selected units can be done against any of the views.
-Example: Have the main view selected on the enemy base. Have two small views positioned at the corners showing (1) the main battle force and (2) a small engineering corp. Both these forces are in different sides of the base, but out of sight of the main view.
-Select the main battle force (view #1), and attack the base (main view). Then select the engineering corp (view #2), and sneak through the back (main view) while the enemy is distracted and take over the buildings.
-Normally, this would require using the map bookmarking, unit bookmarking and a lot of key presses.
-I suggest this over split view since it is more dynamic, and less distracting, as split view radically alters your main view as well.
(wctsiang)


Nice.... Very Nice.... but it would eliminate the enjoyable mahem and adrenaline rush like me on the Black Forest Allied mission (RA2) today attacking 3 bases similtaniously while defending some piss poor base from a huge soviet army and winning... :p



--Face/head on the cover like all the other CNC games
(cncforenchrissyx)


yeah!



--Awesome installers like the old ones, no boring install shield.
(Opinion made by most of the community)


Yeh! I would like a history thing like RA2!



--Generals style main menu with a battle in the background, only possibly have up to 5 battles in randomly picks from. Make the main menu faster, as the generals menu was very laggy. Perhaps the menu could be themed in the options menu (a theme for each faction in the game)
(jsuh0107)


errr.... create your own/download one? but yeah... chosing a interface would be good... whole thing themed for each faction.... and it only laggs on **** pc's.... I have generals with the original shell map... works like a beaut i watched it for 10 min today :D



--Bigger scatter when hitting the X button!
(jsuh0107)


hit the X more then!



--WORLD BUILDER
(Opinion made by many forum members)


err.... dunno if you bother reading but check what Predator says! I think they will release a world builder before the game is released (prob a reduced version.... make maps but no units avalible)




--Maps for World Domination have to be bigger, you have to be able to hide the production of your forces or have a second little base that your opponent knows nothing about when destroying your main base so you can flank him.
(svenskdod)

Posted twice! and stealth generators or carryall + MCV!


--extra--


FMV thing.... yeah should have a viewer!

Subs.... Yeah sometimes its a lil' hard to hear what someone says

Songs.... Yeah.... would be easier.... but what if EA relases them as a soundtrack you gota pay for?

Adding your own songs..... errrr..... try turning the game music vol off and have Itunes/Music stream in the background!

-and i spelt EBIL right.... EBIL is more Evil than you can imagine....-

Dd5271
12-10-2006, 04:56 AM
--Click mouse wheel to return to standard camera position, like in generals
(Opinion made by many forum members)
I agree.

--Attack move button, units move to location and attack anything in their path (With priority targeting, units attack enemy units that can kill them more easily than others)
(Opinion made by many forum members)
Yes!

--Amazing sound effects for machine guns and everything. The conscript in Red Alert 2 had possibly the poorest machine gun sound effect of all time
(jsuh0107)
Yes!

--Fix annoying thing in generals and other RTS games have where youd have an ECM tank or medic in the team and then you wanted to attack buildings. The ECM tank and medic didn't follow, since they have no attack weapon... such units in C& C3 should have a dummy weapon which allows that they can follow when the team attacks a building... the same with microwave tank in the team against enemy units. This must be fixed!
(DibeliusTD)
Yes!

--Multiple targeting system:
Instead of having to manually direct a unit or group of units against one target, then another, and so forth, have it so you can quickly click on multiple targets and have the selected units attack them one after another. If one of the selected targets is already destroyed, go onto the next. Basically, a waypoint system for targeting.
(wctsiang)
Yes, I agree, the way point system must return, but more static

--Multi-line path finding:
-Really bad description, but in essence, when a group of units is told to go from point A to point B, they all walk on the same path. If a slower unit blocks a faster unit, it waits until the path clears and continues.
-A somewhat smarter way would be to realize that it isn't a single path, but a series of paths all parallel to each another, much like the lanes of a freeway. If a slower unit is in the way, pick one of the alternate paths and pass.
-Carrying the idea further, the selected units would spread themselves over the paths and only change paths if they encounter the above situation.
(wctsiang)
I think it would bet better if when you select a group like say two buggys and two tanks they would stay in a tight formation, moving only as fast as the slowest unit, but if you wanted the buggys to scout ahead just select them separatly and give them orders, I got really tired of Humvees running ahead of the tanks in Generals and getting themselves killed!

--Easier Harvesting System:
-In older C&C's harvesters often had to wait at the refinery for another harvester that was still miles away to dump its tiberium/ore. This should be fixed in TW, so that the harvester which reaches the refinery first docks first.
-In TS, when you had multiple bases, Harvesters 'd often drive all the way from one base to another base to dump something which it harvested from a tiberium patch near the other base because another harvester happened to be dumping its tiberium already.
-In TW harvesters should always only dump tiberium within a certain radius of the tiberium patch where they just harvested and if there isn't a refinery within this radius, the harvester should always dump the tiberium at the refinery closest by or at a refinery within a certain refinery of that refinery (in case another harvester is docking with that refinery already).
(Bittahcommander)
How about an upgrade for the Refinery, to give it more docking stations, say a max of two?

--Better team options:
Being able to share resources, as well as have your teammate put units in your APC and then you can control it, etc. Your allies could also sell their buildings to you.
(Daewootech)
Yes I like this idea, like say a Nod commander defects with a Nod MCV and deploys near your base and you integrate your technolegies. Ultimate Alliance!

p.s. I'm talking about Skirmish

--Air combat:
I'd like to have 2 levels of air battle...
Proximity units, like helicopters (Orca Fighters) should be frontline units, taking damage from all ranged weapons (small arms) but with -X% precision depending on speed/movement.
High-flying units should be only targeted by specialized anti-air (AA missiles, fighters, etc).
(Rocambole4)
I like this idea! I always found it very annoying in Generals that the B-52 flew
so low that enemys could fire on it -IT'S A HIGH ALTITUDE BOMBER PEOPLE!!- I suspect this was for balance issues -well the VC in 'Nam thought it wasn't fair but that didn't stop the USAF!

--Play mission maps as skirmish:
For missions that include base building, have the mission map be available for skirmishes once the mission has been won. A "just-for- kicks" idea.
(wctsiang)
YES!YES!YES!

--Since EALA is allowed to use music Klepacki wrote for the CNC games, EALA should use some of his music for CNC3. Klepachki's music could also be updated in order to capture the feel of CNC3. For example, a remix of the tune "Airstrike" should return in CNC3 since it's the classic main theme for GDI.
(JollyDoomVirus)
I agree, it's like Hell march in RA and the remix in RA2!

--Awesome installers like the old ones, no boring install shield.
(Opinion made by most of the community)
I AGREE!

--Generals style main menu with a battle in the background, only possibly have up to 5 battles in randomly picks from. Make the main menu faster, as the generals menu was very laggy. Perhaps the menu could be themed in the options menu (a theme for each faction in the game)
(jsuh0107)
The reason it lagged was -in most cases- the lack of proccesing power, 'cause when I play at home it takes 15 sec's for a soldier to get from point A to point B but when I go play Generals on the computers at my local Internet\Computer Gaming cafe' it takes him three sec's!

--Bigger scatter when hitting the X button!
(jsuh0107)
YES!

--WORLD BUILDER
(Opinion made by many forum members)

--Maps for World Domination have to be bigger, you have to be able to hide the production of your forces or have a second little base that your opponent knows nothing about when destroying your main base so you can flank him.
(svenskdod)
I agree, even though I dont play online!

Pradeep
29-04-2014, 02:48 AM
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