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cnc3, dozer or mcv?


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#41 Daeda

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Posted 15 May 2006 - 07:45 AM

In the CnC3 trailer you can clearly see a Conyard.. so I think EA is actually going for the MCV..

#42 Guest_Guest_*

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Posted 15 May 2006 - 01:31 PM

it would be better if the player could choose before game start, MCV or Dozer

But dozer sucks anyway :P

#43 C0|V|R4DE

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Posted 19 May 2006 - 04:09 AM

I'm in favor of both, either way we win. Both sides have their advantages and disadvantages, one seems realistic and somewhat balanced, the other is classic and seems to concentrate on just buidling your units instead of micromanaging.

Guess we'll just have to wait :p

So who wants to make bets? $20 Monopoly Dollars for the MCV! :p

#44 Dakatsu

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Posted 24 May 2006 - 08:28 PM

How about an MCV for the game, but not take out the generals code for dozers?

#45 Ash

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Posted 25 May 2006 - 04:23 PM

They probably won't take the code out, for modability.



In a CNC universe, MCVs are the way it is. Period. Dozers and other 'worker' type units have their place (DoW, Warzone 2100, etc), but CNC isn't a CNC without an MCV.

#46 Bart

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Posted 21 October 2006 - 03:13 PM

i think there should be a conyard, but also dozers. the dozers would then be able to build within a certain range of the conyard (but larger than in RA2)
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#47 Allied General

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Posted 25 October 2006 - 02:43 PM

why not just have build queues on the building/armour tab like how in ra2 you can queue units?
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#48 Hostile

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Posted 25 October 2006 - 02:47 PM

If you're up on the news, they said there will be a second structure called a crane, so it opens up a second build queue. So you can build two units at once, or have one redy to deply.

Personally I hated the TS method, I much rather dozers but oh well.

#49 OmegaBolt

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Posted 25 October 2006 - 04:57 PM

MCVs pwn and make C&C different from all the Starcraft clones.

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#50 Nemoricus

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Posted 25 October 2006 - 07:27 PM

MCV, for the win and for the world.
I'm thinking that with each production facility you have, it opens up a new tab to produce from.
Useful, no?
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#51 Verrückt

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Posted 25 October 2006 - 10:29 PM

MCV, for the win and for the world.
I'm thinking that with each production facility you have, it opens up a new tab to produce from.
Useful, no?


Yeah should make microing much easier for competitive players.
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#52 Allied General

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Posted 26 October 2006 - 03:19 PM

If you're up on the news, they said there will be a second structure called a crane, so it opens up a second build queue. So you can build two units at once, or have one redy to deply.

Personally I hated the TS method, I much rather dozers but oh well.


TS method building was shite cos no build order like td/ra1, in RA2 the TechLevel and AIBasePlanning sorted out the build queues, so hopefully less clicking a down tab lol
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#53 Nemoricus

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Posted 26 October 2006 - 06:29 PM

Based on what I've seen, there won't be any. It's just one set of nonscrolling buttons per tab.
BASED ON WHAT I'VE SEEN. I could be wrong.
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#54 ambershee

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Posted 29 October 2006 - 08:59 PM

That could very quickly result in an awful lot of screen clutter...

#55 Nemoricus

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Posted 29 October 2006 - 10:26 PM

BASED ON WHAT I'VE SEEN. I could be wrong.

...
Nothing more to say.
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#56 Airman

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Posted 29 October 2006 - 10:40 PM

Well, you need to have a central MCV that can deploy and undeploy, and smaller ones that deploy permanately.

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#57 Nighthawk

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Posted 29 October 2006 - 11:07 PM

MCVs were always redeployable in the old games if you checked the box in the game options, otherwise wherever you deployed it, it stayed till it was killed or sold.
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#58 Shine On

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Posted 30 October 2006 - 07:03 PM

After finally playing General i think a system of useing a standard MCV for the main base would be good. And then in later missions you get to build something called the RCV (Re-deployable Construction Vehicle) that you can use to go to another location and start building other bases. But you can re-deploy as many times as you want.
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#59 Nighthawk

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Posted 30 October 2006 - 07:42 PM

Well MCVs in TS were always redeployable as many times as you wanted until they were destroyed (at least if the box was ticked), so maybe a similar system would be expected here. All these other things of stuff like mini MCVs and all would mean too much micromanagement for some, causing n00bs to get pissed off at the game and want us all to fix it for them.
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#60 Verrückt

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Posted 30 October 2006 - 08:40 PM

Well MCVs in TS were always redeployable as many times as you wanted until they were destroyed (at least if the box was ticked), so maybe a similar system would be expected here. All these other things of stuff like mini MCVs and all would mean too much micromanagement for some, causing n00bs to get pissed off at the game and want us all to fix it for them.


Followed by many patches to fix major IMBA :p
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