Favorite Side
#101
Posted 11 August 2009 - 01:10 AM
Yeah, I too can wage a guerilla war with stealth and chrono techs.
"Religion is a monumental chapter in the history of human egotism." - William James
"I distrust those people who know so well what God wants them to do because I notice it always coincides with their own desires." - Susan B. Anthony
#102
Posted 17 October 2009 - 08:22 AM
I am constantly surprised by the AI, I wasn't watching but I'm pretty sure the AI blew the walls around my conyard with his chrono tanks and than somehow got an engineer into my base during an attack.
#103
Posted 17 October 2009 - 07:55 PM
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#104
Posted 18 October 2009 - 10:46 AM
#105
Posted 31 October 2009 - 09:33 PM
I would like to open a discussion of exactly where you all think each side fits on these calculi.
I think the first link answers would be fairly obvious:
Elitist/Technical = Allied Legion
Guerrilla/Ranger = Freedom League
Spammer = NEXUS
Brute Force = Osiris
Although possibilities exist for the Freedom League to play something of a Brute Force/Spammer combo (both in 1.99 and in the new 2.0 tech branches), and it is definitely possible to play the Allied Legion as an Elitist Guerrilla (I have watched Elerium do it to devastating effect).
On the Faction Calculus, I think things get a bit more complicated:
AL = Balanced, with a bit of Cannons
FL = Cannons, with a touch of Subversive
NX = Powerhouse, with a touch of Subversive
OS = Powerhouse through and through.
I actually think the five-faction calculus is better than the four-faction, since NX could then be horde rather than Powerhouse.
The tech branches further complicate this whole thing, though. AL get more Cannons with weather branch, more Subversive with Illusion branch, and more Balanced/Powerhouse mix with Chrono branch (sure, there's a lot of teleporting going on, but the units tend to be reasonably capable and are obviously effective against most enemy targets because they can just erase it).
FL get more Cannons with Nuclear branch (lots of explosives), more Subversive with Electro branch (EMP powah), and a whole different type of Subversive with Contamination branch. I don't think they really get a Powerhouse mode, although branches can be denied some staple units (replaced with units more true-to-form for that branch), which make them more or less Powerhouse-y. I would have to see where every unit slots to effectively judge that...FL are more diverse and profound in their branch's effect on the overall gameplay than any other. Watch this space.
NX get more Horde with Mass Production branch (obviously), more Subversive with hacker branch, and more Powerhouse with Energy Weapon branch.
As for Osiris...I genuinely don't know. I don't even know what their tech branches are! XD
This is just my take on it. If anyone has a different perspective or thought, feel free to share.
#106
Posted 07 November 2009 - 01:16 PM
Having YKTTW'd and written Faction Calculus that's pretty close to my understanding too. There's nothing to stop you from including the Horde descriptor for 4th-level calculus though, Generals had Horde on 3rd-level calculus without problem; it's a subversion. I'd say that the FL are a bit more Subversive than you attribute them though; they have lots of fun infantry.This is just my take on it. If anyone has a different perspective or thought, feel free to share.
Hey, Faction Calculus was written mostly based on me having played a lot of C&C and it's mods, so there's no wonder you can pull clear lines; it's also one of the reasons it doesn't stretch beyond five factions; I've never played games with more than five fundamentally different factions that wasn't a 4X game.
I think I had Robot Storm in mind when I pYKTTW'd the article too...
#107
Posted 07 November 2009 - 04:29 PM
To be honest and fair to the page, it's difficult to go beyond five without massive overlaps. Take Dawn of War:
Space Marines: Balanced Powerhouse.
Eldar: Elitist Specialist - most units suck against all but a certain type, but are ridiculously effective against that type.
Chaos: Technical + Spammer (Lots of weak-ass units, but a couple of heavy hitters and nasty powers when advance enough)
Orks: Spammer, pure and simple. No brains...just Waaagh!
Imperial Guard: Specialist (tanks) + Spammer - The only thing worth bothering with as the IG are their vehicles. The problem is getting them to survive long enough to reach that point.
Tau: Ranger + Specialist - Tau units outrange any other side, but tend to fall foul of same issues Eldar do; they lose if they're fighting the 'wrong' type of enemy. Which is why the Kroot and Vespin are there.
Necrons: Powerhouse + Spammer (well, spam is more in late game and resurrect ability) - their units are stupid tough, nastily powerful, and easy to get hold of. They're just slow, making them more mighty glacier.
Sisters of Battle: Spammer + Elitist - nowhere near as good as a SM faction, and best employed against the likes of Chaos, what with all their fire units.
Dark Eldar: Gimmick. I don't really know DE well enough, but chances are they're more gimmick than much else.
A side cannot fit 100% within its 'faction type' or else it would be beaten easily, rock-paper-scissors style. Powerhouse would beat spammer, spammer would beat elite, elite would beat specialist, specialist would beat powerhouse. So all sides have something antithetical to their doctrine just to even things out.
#108
Posted 08 November 2009 - 11:23 AM
In the original draft for Faction Calculus the factions were called NATO, Russia, Terrorists, USA, Europe and China, and I was wondering what the heck India would do - the names were later changed because they were a wee bit political, but Westwood is pretty much the Trope Maker for 2 and 3 Faction Calculus.
A faction can fit entirely within it's calculus, but that's be boring because it would come down to Zergling vs Mammoth Tanks, which isn't any fun. It's much more fun to have some diversity so you can have actual strategies.
#109
Posted 08 November 2009 - 07:42 PM
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#110
Posted 09 November 2009 - 10:33 AM
YKTTW - You Know That Thing Where - the place where tropes are proposed and discussed before an actual article is launched.
In the original draft for Faction Calculus the factions were called NATO, Russia, Terrorists, USA, Europe and China, and I was wondering what the heck India would do - the names were later changed because they were a wee bit political, but Westwood is pretty much the Trope Maker for 2 and 3 Faction Calculus.
A faction can fit entirely within it's calculus, but that's be boring because it would come down to Zergling vs Mammoth Tanks, which isn't any fun. It's much more fun to have some diversity so you can have actual strategies.
You forgot ThoseWackyNazis. They'd probably be gimmick side tho...
#112
Posted 05 March 2010 - 08:09 AM
#113
Posted 27 June 2010 - 07:52 AM
1st place: Nexus with it's autoheal - great for harrass and hit-and-run. Also Nexus is able to conduct different type of rushes (not just by centurions). The minus is that it is not effective in anything but rushes.
2nd place: FL - they are f*ckin' crazy! It is just fun to use their kamikaze tactics, Infestors in the Battle APCs against FL and AL while EMP tanks against Nexus (they damage even nexus infantry) and so on ... Moreover, they have great combo of Kirovs+Phoenixes for "copters rush" ! And, finally, their devastators can target both air and ground , like centurions (while the decimators can't )
3rd place: THIS DOESN'T MEAN THAT AL THE LAMEST FACTION, it is just MY PERSONAL OPINION: yeah, they are d*mned cool, elite, high-tech and so on faction, but ... They are not neither tough like Nexus nor tricky like FL, so ... they are simply boring (!!! IMHO !!!)
#114
Posted 27 June 2010 - 10:58 AM
I hope Nexus is capable a bit more in 2.0 thanks to branches than just rushes ..or atleast I gave more effort to that.
FL come with more diversity too and AL Decimator is AA capable in 2.0
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#115
Posted 27 June 2010 - 12:01 PM
Once 2.0 kinda released in one way or another..I'll be sure to redo this thread for 2.0 and thats why this thread hasn't been updated to include Osiris.
I hope Nexus is capable a bit more in 2.0 thanks to branches than just rushes ..or atleast I gave more effort to that.
FL come with more diversity too and AL Decimator is AA capable in 2.0
There is so many talks about 2.0, but when we'll be given an opportunity to test it (at least beta)?
#116
Posted 27 June 2010 - 02:00 PM
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
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