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Thread: Original Carrier Command

  1. #21
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    Quote Originally Posted by BFCrusader View Post
    Cool, what was the cheat for the Atari?
    iirc its menu with messages, pause the game and type with spaces "grow old along with me" ... you should hear a ding and see a message.

    I was playing with cheat mode just to get time warp feature (numpad 7), but i don't remember seeing enemy carrier on map ... maybe i just didn't rightclicked home button

  2. #22
    I remember playing this game back in my younger days.
    Was on my very first computer actually, and this was one of my all time favorites.
    I played many hours on this game and have been wishing for a long time for a new game like this to come out.

  3. #23
    Quote Originally Posted by skipped1 View Post
    iirc its menu with messages, pause the game and type with spaces "grow old along with me" ... you should hear a ding and see a message.

    I was playing with cheat mode just to get time warp feature (numpad 7), but i don't remember seeing enemy carrier on map ... maybe i just didn't rightclicked home button
    How do I iirc? I don't really understand what you said
    It is said that the most lethal weapon or the most effective tool of all is man's brain.
    Then the destructive or creative possibilities of many minds working together is staggering.

    In real life, I much prefer the creative cooperation part of this fact.
    In gaming, I can enjoy the combat cohesion without shame.

  4. #24
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    Quote Originally Posted by BFCrusader View Post
    How do I iirc? I don't really understand what you said
    if i recall correctly :-)

    I checked in steem right now - just open carrier window on the left and last window on the right - message log. Pause the game and type "grow old along with me"
    There should be new message in log stating that cheat mode is active and the game unpause by itself - screen

  5. #25
    Just a few clarifications on the enemy carrier in the original Carrier Command:

    • It was not possible to starve him to death. It occasionally stopped attacking for good, but this was more due to a software bug (e.g. when it got caught in the middle of an island like the guy above said). I considered this more as annoying than as a great achievement on my side. I play a game for an extended amount of time, get a message that one of my defense islands is being attacked, then get a message that the attack was repulsed, then never hear or see anything of the enemy carrier for the rest of the game so I can simply claim all his islands and win (even though the enemy island adjacent to my attacked one was connected to the enemy supply network so the enemy carrier could simply go back there and refuel). Now what kind of challenge is that? Who wants to win like that?
      Fortunately not many games ended like this, but they could.
    • For some stupid reason, the amount of hitpoints of the enemy carrier strongly depended on his general economic situation. I guess they programmed this nonsense on purpose to make the carrier easier to beat when it had been weakened island-wise, but it makes no sense. I would have understood if it had run out on ammunition or whatever, but it simply had way less hp and exploded upon only a few hits when its island network had been weakened. Other than that, I doubt it had less hp than you own carrier. Also remember that your carrier usually was as good as dead way before it was actually destroyed, because with enough damage to its systems it could no longer really do anything, and with an inoperational self-repair system you were commanding a swimming coffin even if you managed to drive away the enemy carrier. Meanwhile, the enemy carrier never had any problems with damaged systems. As long as it was not destroyed, it was fully operational.
    • I am amused how sophisticated tactics for beating the enemy carrier in direct battle others have come up with here. In reality catching it despite its high speed (also within island vicinity, very unlike your own carrier) was the hard thing. Defeating it was easy. The carrier is usually standing still in front of the island it is attacking. You need to approach it from behind (from the open sea), because that is always the direction it will flee into if damaged beyond a certain threshold. How to destroy it? You need no mantas, no walruses, no sophisticated tactics to achieve that. The enemy carrier has no laser gun. All it employs against you are the hammerhead missiles that your own carrier also has (the ones that are launched using the satellite-like espionage drone). The weakness of these missiles is that their place of impact needs to be programmed as early as the time of launch. The enemy carrier simply shoots them at the current location of your carrier, meaning that it will never ever hit your carrier when you are moving!. So what you do is surprise the enemy carrier when it is attacking one of your islands, approach it from the open sea (effectively sandwiching it between your carrier and your island), wait until it is in range of your laser gun, and, while still approaching it at full close-island-speed, fire your laser deck gun at it as fast as it can (make sure not to fire too early so your gun is cool when you open fire). Your laser gun is very powerful and will destroy the enemy carrier easily. A short time before its destruction it will try to flee, which means it will rush towards you in hopes of reaching the open sea, but die to your laser gun before it passes your carrier.

      During all of this you will see his awe-inspiring Hammerhead missiles approach your carrier, fly over it, and spash into the water behind it, because that is the place he programmed them to when launching them, not factoring in the necessary offset because your ship is moving.

      His Mantas might theoretically be a threat, but they are busy over the attacked island, and you will approach and destroy his carrier so quickly that you win long before his Mantas could do anything serious to your carrier. You should not even need to fire your flares.

      This even works if his carrier is in perfect condition. Destroying it is way too easy. You just approach it with your own carrier in kamikaze-mode, fire your gun for all it is worth, and win.


    There are other imbalances in the game. Manta missiles are much too powerful, for instance. You only need these for Manta armament even against ground targets. 7 manta rockets deliver more firepower than a cluster bomb and rockets for the remaining weight capacity, meaning that cluster bombs are utterly useless.

    This also goes for other weaponry in the game, like your own hammerhead missiles. They are fun to use, but do not make much sense, because you can conquer any island much faster simply by sending in mantas loaded with rockets. For some reason command centers (CC) grow in strength over the course of the game. Early game one kamikaze manta firing 7 rockets will destroy any CC. Later on you need to send in two of them, but by then you have a supply chain that allows you to replace any number of mantas even if you lose all of them in the process (which you normally should not need to anyway). Getting your carrier close to an island as necessary for hammerheads or your laser gun usually makes no sense. Using walrus virus bombs also costs way more time than it benefits you. You get to the island, you send in the rocket mantas, destroy the CC, send an unarmed walrus with an ACCB of your liking while your carrier is already moving towards the next island (as far as your comm range allows you to), then your walrus drops the ACCB and is then abandoned as your carrier moves on. This is the fastest and most efficient way of taking islands as long as you do not need to refuel.

    The game is great and all, but if the concept of patches had existed back then, it would really have needed some patching.

  6. #26
    I understand your arguments, but remember that games of any kind of the era Carrier Command was born in were all basically experiments as much as a game, it still is a fact today actually. It was the childhood era for games and was bound to have its own set of flaws and faults. Despite the points you brought up, Carrier Command was a hit, a ground-breaking accomplishment and showed an outside-the-box kind of thinking.

  7. #27
    You have to remember this was on a floppy disc for gods sake! What they achieved was amazing for the time. It is probably in my top ten games ever even when by today it looks almost prehistoric.

    Good game play backed up with clever programming to produce a sense of command of Air, Land & Sea…………how many games at the time created a game world to play in apart from the mighty elite!

    Yes I understand your points but it was a simpler time back then and this was right at the sharp end.

  8. #28
    Quote Originally Posted by DeathAndPain View Post
    Just a few clarifications on the enemy carrier in the original Carrier Command:
    Out of interest, which version of Carrier Command were you playing?

    I guess I need to take that feedback on the chin, though some detail doesn't match my recollection and I'd have to do a fair bit of source code reading to see how things worked - or at least how they were supposed to work!

    Getting the final gameplay balance right isn't easy, and we were certainly short of both time and resource to do this. Our only test resource was ourselves, and towards the end, a couple of Rainbird people, but they weren't 100% on the CC project by any means.

    This is why I'm so pleased that Bohemia have been prepared to put the work into this area for the remake, and some might even have spotting modest slippage to the shipping date from time to time ...

  9. #29
    The one thing I don’t fancy with the new game is the walking about bit or FPS…there is amazing FPS out there like BF3 MW3 for players to get there FPS fix so I’d rather it was not in it as its not looking great from what I can see.

    Back on the original I think I had it on the Amega I’d have to check the box. The only bug I can remember was a supply drone one that would find your ship with no supply but im a bit foggy on how it happened.


    I’ve still got the game boxed looking like new.


    I’m so out of touch these days playing only Navyfeilds on a rather old 2005 PC…time to get a new rig me thinks…used to love playing BF2 but I think the old GFX card would end up going as when I played it last a few years back i was getting BSD.....so gave it a miss.

    Still waiting on a Elite game with an online always alive universe to explore! Think of the advertising rights alone on space stations…
    Last edited by sav112g; Feb 25 2012 at 13:29.

  10. #30
    Quote Originally Posted by BFCrusader View Post
    I understand your arguments, but remember that games of any kind of the era Carrier Command was born in were all basically experiments as much as a game, it still is a fact today actually. It was the childhood era for games.
    Aw, c'mon! It was the time of the Amiga, which means there was already a decade of C64 games before it! And while I agree that the Atari 2600 is no platform to design really sophisticated games, the C64 sure was.

    Quote Originally Posted by BFCrusader View Post
    I understand your arguments, but remember that games of any kind of the era Carrier Command was born in were all basically experiments as much as a game, it still is a fact today actually. It was the childhood era for games and was bound to have its own set of flaws and faults. Despite the points you brought up, Carrier Command was a hit, a ground-breaking accomplishment and showed an outside-the-box kind of thinking.
    I sure agree on that. Then again, I remember myself thinking even back then that a game could hardly be more designed for 1v1 multiplayer, which is why I never understood why no multiplayer option was built into it. Remember it was the time of Populous 1 and 2, which featured Amiga vs Amiga multiplayer through a null-mode-cable, or even the flight simulator Falcon that even featured Amiga vs Atari ST null-modem-multiplayer even though those were very different systems that had hardly more in common than the 68000 CPU.

    The technically awesome thing about Carrier Command was the floppy disc loading routine. I have never seen such a complex game load faster than Carrier Command!

    Quote Originally Posted by gadgetmind View Post
    Out of interest, which version of Carrier Command were you playing?
    The Amiga version. I checked out the PC variant years later but was turned off by the ugly graphics, so I got myself an Amiga emulator to re-play the game. Back then PC graphics hardware just was not developed well enough; the Amiga still had a sizeable edge on the PC.

    Quote Originally Posted by gadgetmind View Post
    I guess I need to take that feedback on the chin, though some detail doesn't match my recollection and I'd have to do a fair bit of source code reading to see how things worked - or at least how they were supposed to work!
    So you are one of the original developers? Awesome, I would never have thought that one day I would get the opportunity to talk to one of them personally! Allow me to point out that despite its flaws it was still an amazingly great game - which is why I am here.

    Quote Originally Posted by gadgetmind View Post
    Getting the final gameplay balance right isn't easy, and we were certainly short of both time and resource to do this.
    That is what I thought, but it was a shame nonetheless, because there was not much of a change necessary to fix the most blatant imbalances. I understand that putting good use to all of the various weapons systems would have required resources that you did not have, but there were some things that were most obvious by simply playing through the game once or twice. One thing that you probably could not do much about was game speed (the 68000 was only so fast, thank god for the warp mode of modern emulators ), but the Manta missiles were particularly broken in that they were so powerful that you effectively did not need anything else. Giving them only half or even quarter damage against ground targets would have forced the player also to make use of other weapons systems like the cluster bomb. Fixing those missiles alone would have made a huge difference!

    But well, it was the time before the internet. Nowadays such a patch would always come within a couple months after game release.

    Another game of that time that was - literally - breathtaking by design, but poorly balanced through final quality assurance (beta) testing, was Dragon's Breath. IMHO it is the Amiga game with the greatest athmosphere, outclassing even classics like the Psygnosis games or even Defender of the Crown. It was also huge fun to play (while both DotC and the Psygnosis titles only lived on their graphics, but had little to come up with gameplay-wise), but the final balance was poor, so it made no sense to give a potion to an egg when you could simply give the hatched dragon one super-potion to max him out in all respects, and with such a dragon it was not very hard to overrun any city no matter how plentiful and advanced its defenses were. There were other minor balancign flaws while the basic game concept was brilliant. Tweaking a few numbers would have worked wonders for that game as well. I never understood why the makers obviously spent so much energy on working out an awesome new game concept, equip it with the best graphics and sound of its era, deliver a perfect presentation, and then blunder on the level of basic balancing. Patching this game basically would only have required to alter a few numbers, without making any changes to the code.

    As for the new Carrier Command from Bohemian Interactive it puzzles me why they repeat the basic mistake of the game not coming with (initial) multiplayer capability. The concept of CC practically screams for multiplayer, and while it may have been forgiveable back in the original CC times, bringing such a game without multiplayer option today is not!

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