
I actually think that South advantage is negated by some of the original game's North advantages, like units coming out between the enemy and your factories instead of behind them as they would in the South. It's really rarely decisive for games but it is an annoyance. Also, having at least mission making options for fully controllable (and fully rotating) hovercraft and gunboats would be nice too.Ĥ. TD's slower tanks will be harder to abuse than RA's anyway. I am tempted to say I kinda like the q-move of RA, so I think a limited number of movement waypoints and patrols for units, like say 3WP, might be good for the game. Maybe a 'deploy' keyboard command could work for that, which will also be useful for APC's, choppers and any other units, which might need deployment of some sort. Of course, this starts off with the player being able to select and target units in the air and might include the option to get your men to go prone (just as you can in C&C get them to stand up by doubleclicking them away). Very much like it worked in later games.ģ. Now, even though that pathfinding is all the AI I need, I wouldn't mind having some sort of rudimentary skirmish AI, which possesses a threat assessment mechanism and uses that to determine its targets, instead of proximity to the North pole. Pathfinding - it very much needs improvement to prevent units getting stuck in narrow spaces and to prevent harvs from going for faraway or unreachable Tiberium.Ģ. So much so infact, that you could easily call it the ultimate RTS even today, if it wasn't for a few very minor flaws:ġ. After all it is one of the best and most complete games in the genre.
