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Command & Conquer 4: Tiberian Twilight

omaigad, omaigad :D Jedva cekam tbh, C & C i njegov spinoff RA su igre preko kojih sam usao u svet strategija (kao i vecina drugih) tako da jedva ceam zavrsetak price i Kejnove planove... Prica i nacin na koji se odmotavala preko FMVa su mi uvek bili jedna od jacih fora u serijalu i ono sto ih je razdvajalo od ostalih igara..
 
Pogledao sam Battlecast Primetime, ima interesantnih ideja, glavno je da ne krenu previshe da ga budze. Svidja mi se shto ce moci da se budze "skillovi" na osnoviu experience-a. Ideja sa shetajucim con yardami je isto OK.
 
Novi shotovi:

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Meni ovo graficki izgleda kao da ga je vreme 2 puta pregazilo.
 
Boze na sta li ovo lici ... onaj UI na 1. slici je EPIC fail ,necu da kazem da bi ja bolji napravio ali moja baba verovatno (btw. bez naocara).

I kakve su to jedinici, trebalo bi da lici ne neke walkere a na jednoj slici vidim neki kombajn , plus neki uspravni roboti sa stitom daj bre :smash:
 
Bolje da naprave remake KKND igre umesto sto ponavljaju isto po 4. put.
 
Treba da angazuju bolje dizajnere. Engine sam po sebi nije toliko los koliko je tragican dizajn jedinica (pogotov mech-ova). Stvarno mi nisu jasni ovi sto prave RTSove sa totalno generickim izgledom jedinica. Pa to je ono sto gledamo 95% vremena. Sto se lepo ne potrude kao sto su se dizajneri StarCrafta ili Dune-a trudili pa da ne moras da svaki put da citas koju si jedinicu selektovao...
 
A engine im je prezvakan vec milion puta ,ovo je isiti onaj koji je bio na RA3 tvz. RNA koji je u sustini samo poboljsan SAGE od Tiberium Wars-a tj. Battle 4 Middle Earth i tako unazad.
 
Neshto ovde ne valja - pa C&C 3 je izgledao mnogo bolje od ovoga?!?
 
Ima jos jedna stvar a to su senke koje na mnogim mestima fale :)
 
Sta fali grafici? Samo nek bude igrivo....
 
Cisto sumnjam da ce postojati neka bitnija razlika u igrivosti u odnosu na C&C3.
 
tuzna grafika :wall:
ovo ce biti za klince koji nisu igrali C&C pa da se odusheve mi koji smo igrali mozda ce da je instaliramo iz navike :(
 
Joj kuku mene nece valjda ovako da izgleda, pa C&C 3 jedinice i environment su sto puta bolje. Ovde ko da ih je malo povukao RA3, malo KKDN, malo ne znam ni ja sta, pa aj sad da ozbiljnu pricu malo banalizujemo...
 
Boze, koja bljuvotina. Svaki put kad vidim neki novi RTS naslov ponadam se bzvz. Generali su i dalje zakon za "ovo":bottle:.Cak je i grafika bolja.
 
ljudi pa ovo je neki pre alpha. ja sam igrao betu red alerta3 i grafika je bila grozna, kad je igra izašla grafika je toliko dobro izgledala u finalnoj verziji da nisam mogao da verujem. najveću promenu je voda doživela.
mene jedino još C&C nije razočarao od svih najavljivanih igara. Dobro red alert 3 mi i nije bio nešto specijalno pošto nisam igrao ni prethodne ali tiberium, generals to mi je odlično.

a i napokon su ukapirali da ne može takva igra da se igra na xbox-u. PC Only i tačka.
 

Ne mislite valjda da ce igra ovako izlgedati? Ovo je ili na low-medium nivou detalja ili iz ko zna kog builda.

Command & Conquer 4 First Look
The Tiberium universe prepares to go out with a bang.

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Ovo mi se svidza...
Players will also notice a significant change in the way that bases and units are constructed. Simply put, it's entirely possible to not construct a single building and still win a map. C&C veterans will have trouble wrapping their heads around that fact, but it's true thanks to the newly included Crawler, a portable MCV with legs (treads if you're a defensive player or flight if you're a support class). These units can produce new equipment within its queue, and even make up to four vehicles or units to store within its body as its moving from its initial deployment zone to the front lines. The walker can even be upgraded to wield guns on its own to defend itself against incoming attacks. This allows you to not rely upon armor factories or other buildings to make your units. In fact, only the Defense Class will be able to create buildings; all others are forced to make do without, which seems counterintuitive to C&C tech trees and standard methods, but is surprising easy to grasp once you see it in action.
...do ovde...:)
Along with these new mechanics for the gameplay came additional interface tweaks. Instead of a vertical HUD where you select their various unit and building options, C&C 4 has a horizontal HUD designed to focus the player's attention towards the action on the field. On top of that, players won't find their radar screens taken over by communications from leaders or other commanders on your side. Instead, you'll receive hologram messages that will rise from the top edge of your HUD, allowing you to still get information in the middle of a mission while not losing any access to critical gameplay elements. The final adjustment was the inclusion of an experience bar, which factors prominently within the new Player Progression system.
Every single kill earned within any mode (whether that be campaign, skirmish or multiplayer) will earn you experience, which will contribute to your character's overall level, earning you additional units and powers that can be taken into matches. So if you discover that you don't have the item you need, you can exit, play a separate mode for a while and go back at a later time. There is a mild caveat that players will have to get accustomed to, however; there's no reason to restart a mission, even if you manage to lose your objectives because you still earn experience for every kill you make. Restarting or quitting will jettison those gains, making it not worth your while even if you're doing poorly. This is particularly true within the five on five multiplayer mode, which will be objective based and will focus on a social RTS experience where players attempt to maximize the advantages of each class to augment their team. The multiplayer also includes a new Party system which will include a Follow the Leader feature for teammates to instantly join games, as well as leaderboards, clan support and other modes. I was told that this mode has received some extensive testing, having been played since the beginning of the year. While we'll have to wait until 2010 to experience the final chapter of Command and Conquer 4, the large number of improvements and adjustments definitely make it one to keep an eye out for if you happen to be a fan of the genre.
 
* 1995 – Command & Conquer
* 1996 – Command & Conquer – The Covert Operations
* 1996 – Command & Conquer: Red Alert
* 1997 – Command & Conquer: Red Alert – Counterstrike
* 1997 – Command & Conquer: Red Alert – The Aftermath
* 1997 – Command & Conquer: Sole Survivor
* 1999 – Command & Conquer: Tiberian Sun
* 2000 – Command & Conquer: Tiberian Sun – Firestorm
* 2002 – Command & Conquer: Renegade
* 2000 – Command & Conquer: Red Alert 2
* 2001 – Command & Conquer: Yuri's Revenge
* 2003 – Command & Conquer: Generals
* 2003 – Command & Conquer: Generals – Zero Hour
* 2007 – Command & Conquer 3: Tiberium Wars
* 2008 – Command & Conquer 3: Kane's Wrath
* 2008 – Command & Conquer: Red Alert 3
* 2009 – Command & Conquer: Red Alert 3 – Uprising
* 2010 – Command & Conquer 4

Koliko je njima zao sto je Blizzard napravio World of Warcraft, cak rade na Need for Speed: World Online a ni World of Command & Conquer nije daleko... Bedak za EA, skoro pa mi je zao :)
 
Poslednja izmena:
Fina lista. Ono sto si zaboravio da uradis jeste da podvuces crtu kad je Westwood pao pod EA jaram i kad su njihove igre polako ali sigurno pocele da stinkuju.
 
Fina lista. Ono sto si zaboravio da uradis jeste da podvuces crtu kad je Westwood pao pod EA jaram i kad su njihove igre polako ali sigurno pocele da stinkuju.

problem i jeste sto nisi menjali nista osim grafike u novijim delovima kako westwood ostavio tako je . . .
 
Prve redovnije informacije o samom gameplay-u ovog zalosnog izgovora od c&c igre:

Lots of information emerged from GamesCom/CommandCom concerning the gameplay details of Command and Conquer 4. Below is a quick list of those details, but expect to see a more in-depth hands-on impression of the game.

DISCLAIMER: ALL INFORMATION IS FROM A PRE-ALPHA BUILD. NOTHING IS SET IN STONE

Crawlers
- Crawlers can respawn, but there is a 1 minute respawn time
- Crawlers respawn by coming down in a large drop pod that destroys any units underneath it
- Can only respawn in designated areas
- Crawlers have a cargo bay that can only hold 4 units by default, but can be expanded to hold more through upgrades.
- You can build units as your crawler is moving around, and they will be stored in the cargo bay. When you deploy your crawler, those units will come out as long as they have finished building
- Crawlers can crush enemy units, but take damage as they do
- Provide a large healing/repair radius
- Can be upgraded with various weapons to enhance combat effectiveness
- Respawning as a different class/crawler will destroy all existing units produced by the previous class/crawler

Classes
- Support class isn't just support, can hold its own as a stand-alone class. Takes less damage overall
- Offense class is more micro-intensive, designed for aggressive gameplay, heavier hitting units
- Defense class can build defense structures, shield structures etc, builds infantry
- Originally 5 classes: Assault, Heavy, Raider, Defense, Support

Gameplay Modes
- Domination Mode is the default (and the only one revealed so far)
- Each map has 5 goal structures that can be controlled
- The more you control, the faster you reduce the opposing team's strategic points
- Each team starts with 1000 strategic points, first to 0 is the loser
- You cannot regain points, you only lose them
- Match length is currently limited to 60 minutes, but will be adjusted based on testing feedback

Different Ways To Play
- Player vs Player (PVP)
- Player vs Environment (i.e. online Comp stomp)
- Skirmish (offline comp stomp)
- Custom match (different settings)

Multiplayer
- Automatching is based on skill and "ladder" ranking (ELO style), not based on level
- You can form temporary parties that let you stick together when automatching
- More permanent clans can be formed
- EA can now detect who disconnects
- Disconnecting results in zero XP gain during that match, and any further action EA deems appropriate

Player Progression
- Skill impacts the game far more than levels
- Unlocking units grants you access to more specialized units, not super strong "kill everything" units
- Level 50 vs Level 0 is NOT as one-sided as one would think. Again, skill matters more.
- You can unlock everything from units, to upgrades to more structures (for defense class)
- You level up your FACTION, not individual classes. That is, when you play as GDI, you gain GDI-only XP that can be used across all three of your classes. GDI XP cannot be used to enhance your NOD profile etc.

Resources
- There is no tiberium, harvesters, gathering, or money of any shape or form
- The "resources" are the strategic command points that each team starts with. You remove these points from the opposing team by capturing and controlling the goal structures on the map
- Goal structures automatically reinforce themselves the longer you hold onto them
- You control these goal structures by keeping units near them. The more units, the faster you capture them.
- EA is experimenting with some form of separate resource gathering and spending

Misc Details
- Each class has an "epic" unit. For example, GDI Offense gets the Mastadon, which is essentially the Mammoth Mk II from Tiberian Sun
- Some units have ammo limits that require them to wait before they reload
- Flame tank causes residual burn damage over time
- Engineer can capture husks of units (for example, old GDI Mammoth Tanks), and can heal/repair units at a short range
- There are approximately 50 command points per player in 5v5, which translates to about 10 units that you can control. The fewer players there are, the more command points there are per player
- Combat lethality is very low
- Movement speed is slow-average
- There are three tech levels that you upgrade to via the crawler
- Un-upgraded crawlers are easier to kill than the epic units from Kane's Wrath, and don't do as much damage.
 
The "resources" are the strategic command points that each team starts with. You remove these points from the opposing team by capturing and controlling the goal structures on the map

ово ми се баш никако не свиђа. до сада је лепо функционисало прикупљање новца помоћу минера, а сад хоће да се пребаце на company of heroes. делује ми мало мучно, да константно мораш да браниш освојене стратешке тачке.
 
The "resources" are the strategic command points that each team starts with. You remove these points from the opposing team by capturing and controlling the goal structures on the map

ово ми се баш никако не свиђа. до сада је лепо функционисало прикупљање новца помоћу минера, а сад хоће да се пребаце на company of heroes. делује ми мало мучно, да константно мораш да браниш освојене стратешке тачке.

Kakav ce ovo fail da bude. Bas bih voleo da igra prodje kao NFS Undercover i da se opamete pa naprave EPIC igru (Generals 2) u novom engine-u :(
 
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