tortoise
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Beta 3 and key bindings confusion
tortoise replied to tortuosit's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
Yes indeed. I find especially the F1-F8 keys layout would be just perfect to use them for unit selection. -
Units Gain Experience?
tortoise replied to gunso's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
I really like these. Especially 3 though I'd like you have to use your limited equipment to achieve this like having a Walrus equipped with a remote HQ control module parked in range to the command center of an island allows the manual control of the island defenses. For the Mantas I'd like to have that control range extender module from the original game back. It was fun sending the Mantas island hopping and help island defense and go for the enemy carrier with the Mantas only. Yes, or at least some hardcore resource mode where you have to produce and distribute all the island vehicles, defense cannons, vehicle modules, separate carrier and vehicle fuels/ carrier spare parts and actual ammunition as well. -
Bailing out and have been refunded
tortoise replied to Joseph Archer's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
I don't mind the instanced islands. It might be even the better way to do it because it enables to generate a new map every new start and should make it easy to mod and manage new community built islands via a mod loader or similar into the game without having to patch them together into a working seamless map. Quite a lot of the rather long loading time after approaching an island should be a result of the automatic save point as well, an option to disable it would be nice for a more fluid gaming experience, but maybe the whole process could be streamlined a bit like starting pre-loading a near island. Since manual control and approach of islands is actually possible in the 'tactical' zoom levels (the ones island are really visible) this part is a UI problem, together with manual control over the time warp feature. Maybe the loading/going into island instance distance could be enlarged a bit, it feels way too near to the coast. I can't stand this command wheel as well but give me (customizable) key shortcuts for all of the commands there and I'm happy though. The AI is bad, although it does result in that old CC feel trying to steer and command everything at the same time. ;) The real game breaker is the trouble with saving, there are not much worse things than loosing progress all the time while actually trying to save. Controlling everything at the same time, that brought a wish up: I'd like some 4 screens in one screen to view, either, the video feeds of all mantas/walrus/defense cannons, or a customizable selection, at the same time. -
Original Carrier Command
tortoise replied to VFRHawk's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
I think it was possible to run the enemy carrier dry because if I remember correctly I used this tactic back then. That reminds me I had a game where the enemy carrier stopped its progress too. I knew why once I approached an enemy island finding the carrier sitting, unable to move, in the middle of it. :D -
And if the islands would be randomly placed around the map modders wouldn't have to create/change whole maps but could design single islands to be imported into the game.
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One carrier, multiple players
tortoise replied to Intezar's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
Why not let the commander choose which vehicles are locked (commander remote controlled), assigned to a specific team member or free to grab and if the load out is customizable. One of the tasks of the commander would be to make sure that the soldiers have the appropriate weapons equipped and ready to use and taking preferences of the soldier into account might be a good idea anyway, but in certain situations might be too occupied doing something else and wants to delegate the (re)equipping process. Although with this much power to the commander role there should be a 'fun' game mode available without a designated commander. Besides the details, a coop mode would be great and the step to multiplayer team battle a logical and nice one. -
Mulitplayer planned?
tortoise replied to quiet_man's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
I second the hope for coop multiplayer. :) -
Well, the teaser does what its name says, it's teasing. Quite good for something released such early. Not much information though. But for that to happen there's still quite some waiting time I guess. Maybe I should order the books for some background story while waiting. With some luck a new Terry Pratchett hits the shelves as well, Fallout 3 did already, ArmA2 will be early next year I hope, same with Jumpgate Evolution and then there still is playing some old carrier command for old times sake. I guess I may have a chance to survive the waiting till somewhen in 2010 without going insane. No more insane as I am already at least.
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Carrier Command: Gaea Mission
tortoise replied to mr_centipede's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
Great news! Carrier Command is one of my all time favourites. And with tactical combat by BI the new game would be even better. Spring 2010, I'm waiting!