I agree, it started to get a bit far fetched with killer quids and dolphins! They have to keep the ideas fresh i suppose or no one will buy it!
I'm not sure how you could call RA believable to be honest, but it's still my favourite.
I agree, it started to get a bit far fetched with killer quids and dolphins! They have to keep the ideas fresh i suppose or no one will buy it!
All my 0.02p of course.
I hope not, Generals promoted "turtling", even more than previous C&C titles. External resources adds better tactics to the game.
They could still have expansion points, as did some maps in generals. Not having the 'field' concept would limit harvester spam if only 1 harvester can access the resources at a time.
Exactly. It shouldn't be about who can get 4 harvesters on his own field the fastest, it should be about who can control 4 separate points across the map most effectivelyBut it's all about dominating the resources on the map, not having an equal share in your base.
Exactly. It shouldn't be about who can get 4 harvesters on his own field the fastest, it should be about who can control 4 separate points across the map most effectively![]()
You could build lots, but since only one could access the pile at any given time, it was a waste of money to do so. It was more important to control access to many resource points across the map, rather than stay where you are.But like in Generals, you could just build lot's of resource gathers. The reason I want external resources is because it's then easier to destroy the enemies resource gathers and stop "harvester spam".
Exactly. It shouldn't be about who can get 4 harvesters on his own field the fastest, it should be about who can control 4 separate points across the map most effectively![]()
It should also be in balancing territory controlBut the person who builds 4 harvesters straight off gets their ass handed in an early rush, skill lies in balancing resources and units.