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#1 |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
Posts: 665
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C&C Objectives change
Currently Command and Control suffers from a similar all or nothing approach to winning like Kashan does, making it come down to a Kill to Death ratio + vehicle kills to determine the victor. As Firebases are easy to put down and hide actually killing all four of your opponents FOBs while retaining your own is pretty much impossible, FOBs are unimportant to the actual map strategy in C&C currently. As I prefer a mix of strategy and effectiveness to matter I suggest the following as different approaches to C&C. Minor tweaks to the current system:
Total revamp of C&C: This is a combination of AAS style objectives and the control part of C&C. Each main (the walled in areas on Qwai for example) are an uncappable flag with a Dome of Death. Four flags are randomly placed on the map, but they are not cappable. Instead two of the flags are assigned to each team as objectives. Example: China on Qwai a assigned Temple and Mine. US is assigned Processing and Goverment Office. At the beginning of the round each team has a set amount of time (we will say 30 minutes) to build at least one firebase on the given objectives (within 50 meters of the flag). Starting at 30 minutes a bleed will be determined by the difference in firebases on the objectives. If one side has more objective firebases than the other then that team bleeds. Example: China has a firebase on Temple and Mine and the US only has a firebase on Processing so US will bleed slowly (1 ticket per 10 seconds) until they get a firebase on Government Office or they take down one of the firebases at Temple or Mine. If the US loses the Processing firebase and is down by two objectives then they will bleed quickly (1 ticket per 5 seconds). Tickets from kills and vehicles would work the same as they do currently. As both teams can build 4 firebases 2 can be placed anywhere and would be used for the objectives and the other two can be used to support the friendly or to assault the enemy objectives. Alternate gameplay:
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#2 |
![]() Join Date: Jul 2007
Location: Toronto, ON
Posts: 150
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I like this idea. It definitely gives CnC a boost in terms of replayability. I've played two rounds of CnC from beginning to end, and that was 1 and a half times too many. Currently there is almost no way to actually get a CnC round to work in a strategic sense unless both teams come up with artificial objectives ahead of time. This, however, is very difficult to do on a public server.
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|TG-XV| DiscoJedi How's my flying? Call 1-800-FLY-JEDI |
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#3 |
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I like this idea!
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#4 |
![]() Join Date: Aug 2009
Posts: 1,145
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Great Idea!
You very Rarely see C&C Games because of reasons stated above, so i think this will make the game mode more flexible. I also think that the Commander should also have a final say on where a FB goes in C&C because they are important. |
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#5 |
![]() Join Date: Mar 2009
Posts: 448
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Great ideas, this togheter with the UAV will make C&C fun again.
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__________________________________________________ ________________________
We need an open beta for testing gameplay changes to unpopular maps to make em better. Everymap deserves a second chance. Or a tenth... |
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#6 |
![]() Join Date: Apr 2008
Location: Cologne Germany
Posts: 1,072
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I can see how it is very hard to take down all four firebases on maps where you have Helicopters, but no Jets, as its not that easy to cut off Helicopters with AA alone if the Pilot has half a brain avoiding hot zones.
However on maps where you have only trucks 2 3 men ambush squads should be able to take care of supply trucks heading to and out of main, crippling the enemies ability to deploy further firebases. The problem with C&C is that it is a lot of hide and seek. I dont like that gamemode very much. You hide your firebase in some area with no strategic value, other than it is hard to find and the enemy does the same. Units and assets are scattered all over the map. However that is only my personal opinion, seen as that hide and seek element and small firefights between 2 squads instead of a contest on a larger scale about known flags could be something that other players enjoy very much. |
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#7 |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
Posts: 665
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The thread suggestion takes care of the hide and seek aspect by assigning build locations. I've never played C&C on a map with air assets, so I'm not sure how helpful air spotting can be. Being able to bomb a FOB would sure play different than assaulting by infantry.
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My
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#8 |
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Banned
![]() Join Date: Apr 2009
Location: In bed with your Mother
Posts: 123
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C&C has to be the most underplayed game mode currently available. Why? Because it doesn't suit ANY of the current maps we have at our disposal.
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#9 |
![]() Join Date: May 2007
Posts: 377
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We'll see how C&C and the new UAV system fit together, eh?
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We were all noobs once.
Each One Teach One. Stealth: "Yea, your radar signature is the size of a bird. A bird going twice the speed of sound." |
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| command, control, revamp |
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