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C&C 4 Dev Blog: Feasel's Game Design Update

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Jeremy Feasel's latest developer blog on the Official C&C Site, among other things, features our first look the Mutant Hovel in this quick Game Design Update. Here part of Jeremy Feasel's blog.

 

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I can’t go into great detail at this point, but let me paint you a picture that will be filled in by information that we will release over time. The build players had access to at CommandCom was intended to be an early-level experience, with only two classes and a limited set of units available. Overall, the goal is to introduce players to more complex, more micro-intensive, and more lethal units over time, as a way to reward the player for playing. In other words, there is around 80% more gameplay to unlock from there, just on that faction, including some of the most interesting and unique unit interactions we’ve ever done before. The same can be said for the meta-game. A simple multiplayer domination mechanic was our starting point, as it turned out to be easy to understand and work well for 5v5 gameplay, to which we have been adding layer upon layer of additional meta-game gameplay, story, and complexity. Suffice it to say, the game has come a long way since then, and we’re not done yet! For example, in the current version of the game, losing units and structures loses your team points, and losing your Crawler causes a large loss in points, making each unit matter in a very real way. This allows a player to play as a pure “hunter”, focusing on killing enemy units. Along with this, we’ve made a big push to make class-switching a fast, fluid and fun way to completely switch up your loadout and strategy without needing to re-purchase your tech level or many of your upgrades. You will find that, at any moment, you have access to a staggering array of strategic options. We have also added pre-placed team bases and outposts scattered throughout the map, providing a story wrapper for each map and additional targets of opportunity and major points of interest. In parallel, we’ve endeavoured to create some of the most interesting tech structures we’ve ever implemented, making them another important layer of gameplay complexity. Yes, that means the mutant hovel is back, and it’s awesome.

Check out the rest right here.

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Nice to know if you lose your crawler it will actually cost you/team. :)

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Yeah the point loss seems a reasonable response... I guess then some matches will have noobs that need protecting from the enemy 'hunters'.

Which should promote team-play... but will probably promote 'kicking'.

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