Author Topic: Any ideas for making the "slog phase" more interesting?  (Read 613 times)


  • Map Maker
  • *****
  • Posts: 89
Re: Any ideas for making the "slog phase" more interesting?
« Reply #15 on: April 28, 2018, 11:36:26 pm »
I agree Grabz.

I'll add it's all about the mapmaker.

Slog is my style (;D ;D) and even if the games tends to minimize this phase, some mappers (like me) will find a way to build Sloggy maps.
I didn't map CW1 but CW3 gave all the tools to make a mission a pain by limiting units and/or tech.
Delayed and/or double emitters helped increasing difficulty (to a certain point I know).
Painful digitalis paths, overloaded runners....
All we need are the tools. Then it's all about the mappers style, or idea.

I made a dream ... was map making on CW4


  • Jr. Member
  • **
  • Posts: 29
Re: Any ideas for making the "slog phase" more interesting?
« Reply #16 on: April 29, 2018, 10:10:31 am »
You can't minimize the slog phase without taking away energy. You can't take away energy and expect players to beat the beginning phase where creeper covers most of the land. See where I'm going with this?

It's impossible to create a gameplay flow where both of these apply:
1. The beginning is a tough struggle to survive against the Creeper
2. After surviving the beginning struggle, do something to minimize the cleanup phase.
Yeah, i see where you are going:
a dead end called impossible and unable to think about an u-turn. :P

Okay, you cannot think about an energy system fulfilling our requirements, but that doesn't mean there is none.

Dark Reign back from the 90s had water wells as primary resource. They produced water at a certain rate and could store an amount.
A tanker would approach a well, fill up and return to base where water was sold. Time for filling up at a well was therefore influenced how dried out it was or if it had enough time to regenerate.
This resulted in a peak of income when you claimed a well, but then with time income would decline to a bottom line.

CW3 has maps without ore but AC emitters. A sprayer can collect it and make it to be used controlled by player.
This means you can approach a lake of AC to be harvested at a high rate at first, but then after lake is dried out production would fall down to emitter rate.

What would happen if we describe energy as a fluid, too?
Emitted at a certain speed at every point of map and sucked up by collectors? No need for height levels, just a simple plain, and technology is already coded more or less. ;)
At mission start land would be already flooded in energy and you could easily collect big amounts - like little siphons everywhere.
Then there would be an energy wave towards your base after some time. This could also mean frontline collectors are more useful&important than safe&secure ones in the back of your base.
And then even this wave would become smaller&smaller, so that you must grab land to get its energy in time.

Lastly, think about this - you have a perfectly defensible position.
Maybe perfection is part of the problem.
Air sacks are a nice threat but snipers destroying their bomb load kinda denies their intend somewhat, doesn't it?
All you need is a 'perfect' defense line of missiles&snipers.

I can remember how weird Act of War and its anti-super-weapon-weapons were.
At first glimps a nice idea and i liked to be able to perfectly turtle up my base, but with time i realized how static this could make gameplay.
C&C Generals, its superweapons and additional Generals Abilities were just more engaging.
Eugen Systems realized it, too, and the addon High Treason for AoW added long range artillery - wow, what a game changer.

Strafers in CW3 are such an oddity, too. Invincible strike everywhere units.
Build some, set a target and forget about them...
Yes, there are air exclusion towers, but that's like paper not beating stone but only stopping it from winning.

And maybe rock,paper,scissors is just the best way - no dead end, but a roundabout.
Have some unit swim in creeper spitting it like artillery at your defenses with no way to defend but to attack them and actually risking some units with this move outside your safe haven called base. For example strafers could be blown away by a new anti air variant of air sack. ;D
"Fairies Wear Boots" - Black Sabbath