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Developer Q&A 17

#1 User is offline   nathancnc 

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Posted 15 February 2010 - 09:41 PM

  • How does the experience of single player missions differ from the Domination mode style combat of multiplayer?
    While we share a lot of gameplay elements with MP – notably the Crawler system, respawns (which are limited in Campaign), Tiberium Crystals as an upgrade mechanic and the proximity method for capturing Tech Building – we have applied one of the key tenets of CNC4’s design, Player choice, in a very different, campaign specific way. Simply put, once you hit the campaign proper you’ll find each mission to be less a sequence of scripted events than an AI driven “possibility space”, populated by a variety of custom design AI entities – not just the skirmish AI - with varying allegiances, creating what we like to think of an “AI ecology” in each mission. We then layer objectives – not all of which involve labs – and some light scripting over the top, and let the Player get down to business. Since everything is reactive and AI driven, completing an objective is less about working out what the designer wants than taking in the situation at hand, making your choices (class, what units to build, what tactics suit your play style) and then taking a stab at it as you see fit. We take it as a mandate to accommodate your choices, no matter how out of left field they may be.

  • How did C&C4’s Crawler system change the way single player missions were designed?
    The Crawler was instrumental in kick starting the new design process described above – by providing each Player with a mobile base, we are no longer able to so accurately predict Player location and critical path, which in essence invalidates standard scripting as a method for gameplay generation. Combine this with the class system, which means that we can’t even predict what units the Player might have, and AI was pretty much the only route to go.

  • Does a mission change depending on if you have a Co-op buddy or if you are going solo?
    Yes, the missions are rebalanced for two players in co-op.

  • The alliance to build the TCN between GDI and Nod will be tested in C&C4. Will we see any inter-faction struggles, such as GDI vs. GDI?
    Yes, without giving too much away, there is a lot of internal conflict on both the Nod and GDI sides throughout CNC4.

  • How do spawn locations fit into the missions or effect a mission’s objectives?
    It depends on the mission – some have multiple spawn points across the map, others limit you to a specific starting area and others again allow you unlock additional spawn points as you progress through the mission. The Objectives themselves do not vary based on spawn point, but how you go about completing them does vary.

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#2 User is offline   Speedy 

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Posted 16 February 2010 - 12:18 AM

View Postnathancnc, on 15 February 2010 - 10:41 PM, said:

  • How long does it take for each Super Weapon to charge?
    Each superweapon takes a total of 4 minutes to charge to maximum power. However, after only 40 seconds, you can fire off a weaker version of the superweapon. The GDI Ion Cannon has a total of 6 charge levels, with it taking 40 seconds for each level. So, the longer you wait to fire your superweapon, the stronger it gets, until it reaches maximum strength after 4 minutes.



THAT, would have been awesome if, y'know, done in a proper CnC game.
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