What do you guys think about the unit from Tiberian Twilight (Please assume it exists in our imagination)
What do you guys think about the every single unit from Tiberian Twilight (Please assume it exists in our imagination)?
The unit design, the quotes, the functionality.
Despite the gameplay being horrible, the units are plentiful, but some has good design like the leviathan (it's my favorite), or bad like the underminer (wth?)
submitted by XanderTheV
Homeworld: Deserts of Kharak is the game Tiberian Twilight should've been.
inb4 "C&C4 doesn't exist" jokes.
As someone who's followed C&C4 from its first reveal in gaming magazines, to its rather fiery fall from grace, that particular game holds a strange place in my heart as the game that I conceptually love, but unfortunately executed those ideas in ways that are just tedious (e.g. the rank unlock system), unwieldy (e.g. the upgrade system), or just plain cringeworthy (the story and aesthetics). It was a game that strayed way too far from the traditional model of C&C, and tried way too hard to be a competitive game while forgetting what made the previous C&C games great.
My personal opinion though though is that the Crawler system, and the entire lore premise behind C&C 4, is actually quite promising and intriguing, and indeed there were a few moments when I was playing the game where I glimpsed the potential that such a system could have achieved had it not been implemented in the manner it had.
So it was that I played Homeworld: Deserts of Kharak a few days ago, and while I had played the original Homeworld and its sequel from the Remastered Collection a while back, DoK was the game where I saw the game that C&C4 could've been. It didn't have the kind of BS that C&C4 had, and instead it was traditional enough RTS that still managed to play differently via having a central mothership that handled all unit construction, upgrades, and base building while still having incredible combat ability. The Carrier in DoK was pretty much the Crawler from C&C4, only far better realized and while still maintaining the traditional resource gathering and combat mechanics from standard RTS games. No units locked behind ranks, no gamey MOBA-like mechanics, no respawning, and the units in DoK, while kinda plasticy-looking, actually looked like war machines and not toys. It did help that the default color for the Coalition (the main player faction in the campaign) was sand yellow, which pretty much resembled GDI's standard colors to a T, making the comparison easy enough in my opinion. I should pretty much be the only player who wishes that they take the Crawler concept from C&C4 and make it more similar to DoK but with a C&C twist, instead of discarding every concept that Tiberian Twilight introduced right out the trash.
submitted by SayuriUliana