Jump to content
Sign in to follow this  
Sonic

CommandCom Q&A at Project Perfect Mod

Recommended Posts

Project Perfect Mod's representative at CommandCom, Muldrake, has posted a great set of questions and answers. The question were submitted by users on the Project Perfect Mod forums. Here's a sample.

 

How is the AI established? Will it be as defined as in C&C3?

The AI will be very adaptable, such that it can work and change to your tactics if you change from one Crawler type to another. It has even needed to be tamed because it was too good in places. I am unsure if there will be AI variants like in C&C3, but its very plausible.

 

What are, if any, the plans for Mod SDK and Map Editor?

Apoc and the guys couldn't speak about that, as I think it was simply too early. But they have been pushing for one.

 

How is tiberium approached in this game? Both in gameplay and explanation.

Tiberium is mostly controlled thanks to the new network of nodes. So it won't be as wide spread as it previously was. That said, there are still areas ravaged by Tiberium. Although not ingame yet, there are concepts and plans for Tiberium Fauna and Flora.

 

More information on the Tiberium Control Network

I couldn't get much more information on the TCN, as I think its tied in a lot to the story, which was tried to be kept a bit hidden. But its a combination of GDI and Nod working together. To capture them/utilise them, you need special trucks to move and capture them. Each node can have 4 trucks.

 

How intensive will the internet requirements be on the game? What happens when the servers go down?

There was a lot of discussion about this and the community guys made sure this was heavily brought up. Its still being looked into, for the continual internet requirements, but they are looking into options for offline play. Hopefully know more later.

You can check out the full Q&A right here.

Share this post


Link to post

some more quotable quotes from the link

 

C&C4 Ingame Observations:

Are infantry still in the game?

Yes, but are currently restricted to the Defense class.

 

Are superweapons in the game, if so, in what form?

Yes, they are shared between the Defense and Support classes. How they will work it is unsure, as they aren't really ingame yet. However Jason did mention some which will "charge up", and can be fired to different powers of charge.

How does the new build logic play? Is the support class enough for the retro fans?

The defense class is the one for base building, and I can't really speak much for it, as I didn't get to experience it, but from the sounds of it, it could be good. I think the whole logic of the game is to work together with the different parts of each side, and that has the possibility to be brilliant fun. The support class was only recently included in the beta we tested, as a result were not balanced yet.

Map design

Admittedly the map I played for singleplayer was very symetrical, which was a huge disappointment. However the map was very well done. And had a brilliant atmosphere. I would describe it as the way yellow zones should have been done in TW. The spit-roasting visceroids were a nice touch..

 

 

Share this post


Link to post
Are infantry still in the game?

Yes, but are currently restricted to the Defense class.

Thought so...

Share this post


Link to post
no SW for the offense class? thats wierd, isnt SW offensive? Edited by HOPE1134

Share this post


Link to post
thats wierd, isnt SW offensive?

Kind of... but considering you can blow stuff up while you hold up in a turtle shell half a map away... It's a defensive offense.

 

Obviously the defensive class isn't going to lack weapons... They are defensive class, not defense only.

Share this post


Link to post

I think having nodes for harvesting Tiberium contradicts with the concept of the game that Tiberium is out of control...

Share this post


Link to post

The nodes are part of the Tiberium Control Network, there for Tiberium is not out of control.

Share this post


Link to post

Speaking of Tiberium, I had an epiphany when I was stepping out of the shower yesterday. The reason I don't like the TCN (Tiberium Control Network) or EA's new Tiberium in general (in TW/KW) is that they kind of neutered it. It doesn't feel like an ominous uncontrollable force of nature anymore. It's not scary or terrifying anymore. It's not some sort of unknown apocalyptic threat. It turned into only yet another resource.

 

Just the thought that we could "control" it should be laughable. Nothing short of an ancient and powerful technology should be able to completely control it. Oh sure you can knock back infestations with sonic resonance or some flamethrowers, but I don't view that as being the same thing as "control." Granted we have the Tacitus, but the problem is with the character of Tiberium (yes it used to have its own character). Now that I hear the flora and fauna should be returning it seems that some of the character itself will return.

Share this post


Link to post
The reason I don't like the TCN (Tiberium Control Network) or EA's new Tiberium in general (in TW/KW) is that they kind of neutered it.

Well IMO they did that already in C&C3... it stays in a neat circle, only brought it blue tiberium after a fan outcry, barely damaged any units that pass through it, and can be overwhelmed by just a few harvesters.

 

Now in C&C4, GDI takes civilians on a nickel and dime tour of tiberium facilities... apparently some of the tour guides belong to the black hand of marcion... and at the appropriate moment they always quote the big black book...

Is this the substance that made the earth to tremble, that did shake kingdoms?

 

 

Let's just call them oil derricks and be done with it.

Edited by gben

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×