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FoxTwo

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About FoxTwo

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  1. As I'm nearing an island, I want the ability to launch Mantas or Walruses in preparation for arrival. Further, I want the ability to order the carrier to begin departure while Mantas and Walruses are en route to dock. The original CC permitted launching and recovering Mantas and Walruses while the carrier was underway. Though I seem to recall the carrier would reduce speed to conduct launching/recovery operations for the Walruses while moving. This was an indispensable tactic for quickly grabbing islands in the original and will be of great value in the remake.
  2. I couldn't agree more. Perhaps the use of the Number Pad with the gun placements in their relative position to the bow of the carrier. Specifically, the bow mounted gun assigned NUM_8, the port forward gun NUM_4, port aft gun NUM_1, starboard forward gun NUM_6, and starboard aft gun NUM_3. While I'm at it... Perhaps NUM_5 could be utilized for interfacing with Hammerhead Missiles and NUM_2 for launching drones.
  3. For the most part, many weapons/equipment (i.e., Bouncing Bomb, Virus, Fuel Pods, and Walrus Chemical Lasers/Missiles) were fun to play with once or twice in an Action Game but not terribly effective in practice. For a Strategy Game, I tended to focus on a very simple game plan: Utilize Mantas with Assassin Missiles to destroy an Island's Command Center (if already occupied) and send Walruses in only to place an ACCB. I would often sacrifice Walruses in favor of obtaining Islands more quickly by sending a Walrus to take over an island with the Carrier en route to the next Island to take over. Timed just right you could place an ACCB just before the Walrus telemetry signal was lost. Once I'd obtained enough Islands to close the Enemy Carrier's Island netowrk, I would preposition (2) Mantas, one with a Telemetry Pod and the other armed with a Laser Cannon on an Airstrip on a likely contested Island. When the Enemy Carrier attacked, I'd launch the Manta armed with the Laser Cannon to assist the Island Defenses in thwarting the attack. I would then route my Carrier towards the recently attacked Island. Upon arrival, I'd position the Carrier for an ambush with the stern facing the location the Enemy Carrier had previously attacked from. Most often the Enemy Carrier would re-attack from nearly the same position and I'd be ready with protective drones already deployed and a Manta or two flying circles to provide early warning (generally in the form of a damage report). When the Enemy Carrier came close enough, I'd launch a reconnaissance drone followed quickly by a stream of Hammerhead Missiles which packed more than enough punch to sink the Enemy Carrier. However, sometimes I'd encounter the Enemy Carrier unexpectedly in the middle of the ocean. More often than not, I'd lose the ensuing battle as the shock value of being attacked without warning prevented setting appropriate defensive measures in time. The suspense of not knowing for sure where the Enemy Carrier was located was the most intriguing part of the original Carrier Command. I hope Gaea Mission maintains the suspense of the original!
  4. FoxTwo

    I remember.

    Ian, The user interface you designed was well laid out. The icons themselves were primitive, but clear in purpose. The game followed the rules of good user-interface design still in use today. If you could turn back the hands of time, what would you modify on the Carrier Command interface? Very Respectfully, Ryan
  5. FoxTwo

    I remember.

    Ian, I've visited this forum several times but never bothered registering. That is until I saw your post. It's certainly great to hear from one of the two original developers of Carrier Command. I can't tell you how many hours I enjoyed the game on the Amiga. In my opinion, Carrier Command was one of the most advanced games of it's time. The cutting-edge graphics are often lauded as the element setting this game apart from the rest. However, I've always felt it was the combination of Real Time Strategy and Vehicle Simulation that made the game so great. There has been many attempts to do the same, but few games seem to have found the right balance between the two genres that you managed to carefully stitch together. Thank you for pushing the limits on technology, imagination, and inspiration. You created a truly AMAZING application that will always stand as one of the all-time greats! My hat is off to you. Very Respectfully, Ryan
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