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  Extra C&C3 Info
This Page has been viewed 11,388 times
And finally, here is a bunch of miscellaneous info I didn't find a place for elsewhere!

What's the music like?
Some tracks are the same tracks from earlier C&C Tiberian __ games. The menu theme is the same one from TD, which fits the outerspacey theme very well. Steve Jablonsky has composed the new tracks, and they have a more orchestral feel. More like Generals. I didn't have headphones the first time I played, or against the AI, so I can't comment more on it. The alien music fit the alien style very well though. It was slightly more techno and had a completely different feel than anything we've heard in C&C so far. The music is mood music like was in Generals. When you are about to go on a large attack, it queues up the battle music and when you lose an important structure, you hear the sad music and so on.

Can you garrison Civilian Buildings?
You can garrison buildings with up to two squads. The garrison limit might change to 3 or 4, but I would doubt that you can put more than 4 squads in a building. Civilian buildings are currently not able to be repaired by engineers, which distressed me. So once the building is down to red health, it is down permanently.

What Tech Buildings are there?
We got to play with a Tiberium Spike (read Oil Derrick) and a EMP Launcher like the one in TS. Capture them with engineers and you have control over their abilities! There is supposedly also a Mutant Hovel from which you can build mutants to play with.

How does the building actually work?
There are 3 parts to this new and improved construction system; the Construction Yard, the Surveyor and the Crane.

You have a Construction Yard to start off with. It can construct buildings, and place buildings around itself. From it you can build both a Crane (building tab) and a Surveyor (Defenses tab). The Crane is a structure that can build other structures. It can build anything except for another crane. It takes a lot of power (10) and is easy to destroy. The Surveyor is a unit which can deploy into a forward base. It can't construct buildings, but buildings can be placed off of it.

Each CY and Crane can build 1 building each at any given time. Combine them with a Surveyor and you can build up a base in a remote part of the map very quickly. Now, like Red Alert 2, you can build a building on the Buildings tab and the Defenses tab at once. So you can drive a Surveyor next to the enemy base, deploy it, place in a War Factory, Barracks, and two base defenses!

What about the Superweapons/Powers? That seems to be quite a few for free!
Well, you actually pay a certain amount to use the Powers every time you use them. For example, the Nod Burrowing Mines costs $300 per use. It then has a cooldown timer after which you can pay the cash and have it happen again! It isn't so bad really; some of the powers bring in some extra units for you to use veteran status. It wouldn't be fair if you could get units for free, now would it? And the other non-unit powers are pretty cheaply priced for what they do. I never ran low on cash during the playtests.

Why are they called the aliens? Don't they have a name?
They do have a name. My best guess is Scrin. However, the folks at EA never uttered the word Scrin the entire time we were there. They said that the name would be revealed in due time during the campaign, so they wouldn't even tell us! So for now we shall refer to them as the Aliens.

What sort of resources are there? Will we see Blue Tiberium? Or maybe Tiberium Veins?
Blue Tiberium was in the demo we played with, brought in by popular demand. It is worth twice as much as regular tiberium, so it is a nice bonus. It wasn't skinned yet, so it was Grey Tiberium! There are Tiberium Spikes as the tech buildings for additional income. There are not going to be Tiberium Veins in this game. Perhaps the units won't be able to get deep enough into the Tiberium infested wastelands to see them. However, Red Zones are quite different from your regular Tiberium infestation.

What is all this talk about different zones?
There are three types of Zones. Red, Yellow and Blue zones, listed in decreasing order of lethality. Blue Zones are where GDI has been successfully pushing back Tiberium, and even has some places free of the substance. Most of the world's wealth is in these zones, because they don't want to live with Tiberium. Yellow Zones comprise the vast majority of the Earth's surface, and are somewhat liveable, but have Tiberium. Most of the population lives in these zones. The Red Zones are uninhabitable; places where Tiberium has terraformed earth into some strange landscape. Storms pick up shards of tiberium and whirl it around, making these places impossible to survive in. Most of the C&C3 multiplay maps will be in Yellow Zones, but there were some in Blue zones, and some very awesome looking ones in Red Zones.

Crates or Gates?
Gates will not be a part of C&C3. After playing it, I can see that it is useless to have gates. Unlike Tiberian Sun, this game is more fast moving, and any gates will have almost no effect on the battle. They would for certain be too easy to circumnavigate and probably wouldn't hold up to much damage anyway. Crates however will be a part of the game. I have no word whether they will come in good and bad varieties or just good crates.

Tell me more about squads?
Me and a few other guys came up with about 5 different reasons why squads would not work Sunday night, and after we played it on Monday, the only reason that remained was that the squads might be harder on peoples graphics than if they were sole units.

I was very surprised that they worked so well myself. Generally they cost more than single units from previous games. In one case, the Rocket Soldiers cost $320, come in a pack of 2, which is 2*160 which was their cost in TS and TD.

The biggest change that I noticed is that the snipers aren't as effective because they have to destroy an entire squad instead of single guys.

Some of the squads are proportionally less powerful. For example the Nod Militants, you get about 10 guys for $240, so they are less powerful than they would have been as 10 single light infantry.

About the squads, you can't set their formation, but I don't see that it would really help any time because the game moves so fast and doesn't concentrate on infantry. The infantry will take cover which will give them an extra armor bonus. They will last longer then, but don't expect them to be almost invulnerable like they are in CoH.

What about Caryalls? Will they be back?
While there won't be Carryalls in C&C3, unfortunately, there will be a way to transport infantry across the map quickly. Once you have a hanger/landing pad, most of the infantry on GDI and Nod will be able to be transported across the map with Transports (or whatever they call them). Select your infantry unit, click the Transport button, and a transport will come from offmap and pick the squad up. They'll go to where you tell them and drop off the squad. You can do this once per game per squad. The transport can be shot down and you'll lose the infantry then. I don't know if you can redirect the infantry in flight, or if the aliens have transports.


[Community Summit Part 1 | Community Summit Part 2 | GDI Info | Nod Info | Alien Info | Extra Info]

Average User Rating: 5.5
Number of Votes: 4


User Comments  
The following comments are owned by the user that posted them. Command & Conquer Files is not responsible for their content.

Total comments: 14 | Last comment: 06-01-2007 at 00:33

 #1 - 01-12-2007 at 12:18
Time2KILL
From: (Crapy Milton)
Joined: June 24th, 2006
Posts: 176
this is all very satisfying but what is EA gonna do about cheaters online? If they want their game to last they cant have cheaters

 #2 - Dropships :) - 01-18-2007 at 12:21
Forte
From: (It cant be found on any map)
Joined: October 30th, 2004
Posts: 468
The dropship feature (I call them dropships) sounds pretty cool.
I guess it will be very useful if you for example will need some Disc throwers in front of your enemys base. Or if alot of buildings(civillian) was taken over by enemies, then the discs could clean it out =)

By the way. Aint it soon March! Cry. I will lock myself into my room and not come out until i have done ALL missions and played every single CNC3 map, when it comes out, lol smile

 #3 - Im wiv time2kill - 01-19-2007 at 08:07
CnCKing
Joined: January 14th, 2007
Posts: 4
cheaters and hackers really messed up GEN and ZH it really puts u off playing online knowing tht most games u play will be unfair madmad stupid NO SKILL NOOBS having to hack or cheat

 #4 - 01-19-2007 at 17:49
JohnWE (Staff)
From: (Minneapolis, MN)
Joined: October 3rd, 2004
Posts: 1256
C&C3 won't be cheat proof, that's for sure. It will be much more resistant that Generals was, I can say that.

 #5 - 01-21-2007 at 18:50
Time2KILL
From: (Crapy Milton)
Joined: June 24th, 2006
Posts: 176
Hey JohnWE can you suggest this to EA since you have importance in the C&C community.

How about EA highers certain people to scout around C&C3 online in search of cheaters, or develope some type of program in which C&C directorys are scanned and if files do not match (IE renamed files and quantity, if somebody has an extra file or one less file, etc) the game simply will not connect with a message stating "Unmatching files found @ player ______ " Also if a hacker is caught, they could be banned for 1 month and if caught a second time, banned perminantly.

Plus it would be cool to have a "wall of shame" in which when you go online, there is an option to view a list of players and their alias's that have be convicted of cheating.

Man i hate cheaters!

 #6 - 02-21-2007 at 11:27
sercan
From: (delft)
Joined: November 12th, 2006
Posts: 247
lol man i haven't got ts but i downloaded the demo and the map editor so now i can change the whole game and i even played with tiberium veins!
it was very cool to play with them, so DARN man! why they haven't added them??

 #7 - how messed up can they make it? - 02-22-2007 at 10:23
FEF_Matt
Joined: December 19th, 2006
Posts: 47
im losing faith in cnc3......

1: titans totally pwned tranks, thats why GDI used them instead of keeping med tanks.

2: the incredible LACK of decent air units like in ts sucks

3: the game may be further on, but they seem to have gone BACKWARDS for technology. WHAT HAPPENED TO THE DISRUPTOR TANK? AND THE MAMMOTH Mk. II? for those who remember TS, do you remember the cutscene where u blow up the Banshee launch site? and see a single MM2 blow up a base using dual machine cannon, rail guns and pulse cannon? and later see 2 disruptors blow up a hangar? and what about Firestorm? and component towers, which are much more efficiant then seperate defenses.

4: they dont seem to care much about the properties of Tiberium.

Tiberium is poisonous. People must not touch or breath Tiberium.
--zone troopers don't wear helmets/breathing filters.
--plus you can capture a 'tiberium spike'. more likely you would just die horribly
Tiberium makes sea travel impossible.
--how come ive heard about battleships and aircraft carriers, and seen screenies?
there are Veinhole Monsters
--yet EA dosnt care
there are tiberium, Vinifera (Blue Tiberium Obelisk-like thing)
--again, EA not care

Distinct lack of variety for units/strategy based units/structures
--no sensor array or similar
--no efficient scout, see TS>F Limpet Drone
--no underground type units for NOD
--GDI lack powerful units and there units are messed up between tanks, mechs and god knows whats
--GDI lack anti-infantry units
--NO SIDE-BASED EMP
--no mobile emp or similar
--mammoth tanks are ancient technology, and cannot compare with MM2
--no buildable dropships/transports/carryalls
--no gates. there goes my invincible base designs
--no amphibious units? see hover mrls and apc for TS
--no proper artillery for NOD
-- a downgraded NOD obelisk?
-- no repair bays
--no mobile bases (see MSG, FON, Mobile War Factory from TS>F)

and the number of different units seems suprisingly small as well.

meh, i guess it might be ok though. but it stands as a great example of a legendary series of games.....


...wrecked by EA.

Excuse me while i ion-cannon their hq....

 #8 - 1 more thing - 02-22-2007 at 10:26
FEF_Matt
Joined: December 19th, 2006
Posts: 47
NOD has never used dropships. they dont even have any, they rely on sneaking in with underground vehicles such as Subterrainian APCs and the Montauk

 #9 - 03-03-2007 at 13:04
WrathofKhornesEvilBunnies
From: (None)
Joined: January 4th, 2005
Posts: 93
Well, we can't bring back Westwood, and neither can EA, so we'll have to do with this for now. Even with all the above, the games still looks cool...long as its a decent standard, what do we really have to complain about? EA leaves stuff out, its up to the modding community to put it back in...

Long as it doesn't turn out to be another Generals....

 #10 - 03-06-2007 at 04:17
FlaminChar220
Joined: February 24th, 2007
Posts: 128
@ #7, why don't you try and play the game instead of complaning about EA screwing it up? They done a lot of work with it, and btw, EA now owns Westwood and its still the Westwood division doing most of the game's work.

 #11 - 03-11-2007 at 18:26
halodvd
From: (wichita kansas)
Joined: March 11th, 2007
Posts: 4
plus #7 if u were to play through the missions you would see that the Mk ll was decomishened because there werent any nod attacks for years.

 #12 - yeah... right...... - 03-24-2007 at 09:12
FEF_Matt
Joined: December 19th, 2006
Posts: 47
'still the Westwood division doing most of the game's work.'


plus the guyz who made BFME type stuff an w/e. its not pure westwood by a very long shot.


for #11.

If they decommed the MM2 just cos no-one attacked for a while then theyre all idiots.

to quote some general...

"you want peace? then you got to prepare for war.'

why don't we get rid of nukes? no-ones fired any in 60 years! but we need them so we can fight back if they do.

why go back to tanks? GDI had a reason to NOT use tanks. thats why they used Mechs.

and explain away FIrestorm, and the sonic tank! go on! the technology is backwards i tell you.

to #9. I agree with you. 100%. But why should the modders have to? why cant someone make a game that dosn't need totally remodding before it fits in to its own timeline?

 #13 - 04-30-2007 at 19:53
simon1812
Joined: March 14th, 2007
Posts: 582
Westwood R.I.P. Cry but C&CTD does rule!!!Rock

 #14 - to #12 - 06-01-2007 at 00:33
T90rocks
Joined: August 14th, 2005
Posts: 83
If you take plenty of time and read the in-mission info stuff, the mammoth mark II and most other mechs were retired from GDI because the GDI learned that explosives placed on a mechs legs killed it instantly. Their commando had this ability, but because they were afraid the NOD would get the same idea, they eliminated walkers... Personally, I think the game is incredible, and well made for an EA game. It has an immersive storyline and fine gameplay. If the old difference bothers you that much, then play the old games.

Also, the disarming of nukes has been going on for a while now, the US is downsizing its army and has been ever since the Soviet Union collapsed. Now we haven't stopped fighting anyone by a literal sense, but we are shifting our resources to other, better things. Again, pay attention ingame, budgets are going from defense, to ecology at this point in the game. The GDI is like a country, and only have so much. All of your high tech weaponry is disappearing as it has little use anymore (in the GDI's perspective). How often is it that the US uses it's cutting edge stuff these days? Because there is no need for stealth, it's development is slowed or even stopped. Because there's no need for all that fancy GDI crap, then why bother spending money on it...



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