Unit effectiveness against opponents follows the rock-paper-scissors (intransitivity) principle found in most real-time strategy games. Units can be classified into infantry, vehicles, and aircraft, each with their own subdivisions (note: in the Red Alert series there is also naval craft available). However, they are adjusted to fit each faction's theme and have somewhat varying properties. The raw materials themselves, in games released before Red Alert 2, as well as Tiberium Wars, require storage space in the form of refineries and, in the case of excess, "storage silo" structures.Īll factions have structures and units with similar functions at their disposal. This in turn will convert the raw material into usable resources, expressed as credits. In all games in the series except Generals and Zero Hour, funds are acquired by specialized "harvester" units which bring their cargo ( Tiberium for the Tiberium series of games or ore or the more valuable gems for the Red Alert series) to a "refinery" structure. When a construction yard has finished building a new structure, the player can select a spot near to a preexisting structure in order to place it, where the prefabricated building will then rapidly unfold in a distinctive manner. All available structures of the faction chosen by the player are constructed on-site at so-called "construction yard" - which typically begin as large-sized vehicles capable of deploying themselves into the aforementioned construction yards, called MCVs or Mobile Construction Vehicle. All games in the series, with the exception of Red Alert 3: Uprising, featured multiplayer modes.Īll Command & Conquer real-time strategy games, except Generals and its Zero Hour expansion, have featured the " sidebar" for navigation and control, as opposed to many other similar games where the control bar is located on the bottom of the screen.Ĭommand & Conquer gameplay typically requires the player to construct a base and acquire resources, in order to fund the ongoing production of various types of forces with which to assault and conquer the opponent's base. The specific faction campaigns in most titles are mutually exclusive, with the exceptions being Tiberian Sun: Firestorm and Tiberium Wars. The Command & Conquer games belong to the real-time strategy genre, with the exception of the first-person shooter Renegade.
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