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Thread: difference in Carrier Command: Gaea Mission and the orignal?

  1. #1

    Question difference in Carrier Command: Gaea Mission and the orignal?

    I'm thinking about getting Gaea Mission, but from what I have seen so far it seems to be an almost exact clone of the orignal.

    What is the difference in Carrier Command: Gaea Mission and the orignal Carrier Command as far as Core gameplay?

    Has anyone yet to make a youtube video on the differences between the orgnal (that you can get for free) and Gaea mission?



    Also:

    Are the islands dynamically generated or are they pre-made static islands?

    Is multiplayer only 1v1 or do we get 32 man/carrier battles?

  2. #2
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    Quote Originally Posted by Tontow View Post
    I'm thinking about getting Gaea Mission, but from what I have seen so far it seems to be an almost exact clone of the orignal.

    What is the difference in Carrier Command: Gaea Mission and the orignal Carrier Command as far as Core gameplay?

    Has anyone yet to make a youtube video on the differences between the orgnal (that you can get for free) and Gaea mission?



    Also:

    Are the islands dynamically generated or are they pre-made static islands?

    Is multiplayer only 1v1 or do we get 32 man/carrier battles?
    It is pretty much a clone of the original, but with 2012 graphics. If Bohemia Interactive would have changed the core gameplay too much, then it wouldn't be "Carrier Command" and people would have complained.

    No multiplayer is available yet, but they might create a multiplayer mode to be added in a later patch.
    "The greatest way to avenge your enemy is by learning to forgive." - Takashi Tanemori

  3. #3

  4. #4
    BI made a game that maintains the atmosphere of the original Carrier Command very well. The playing style is about the same. The ingredients are the same. But there are many differences to the original just as well beside the obvious like modern graphics (no specific order and surely not complete):

    • No landing of Mantas on islands
    • Mantas can hover, fly sideways and backwards
    • No fuel production for Manta and Walrus
    • No Long Range Communications Pod
    • No automatic production of several items at a time
    • Attack/Defence/Assist modes for units
    • No Manta on the Carrier's deck (Mantas are either docked or in the air only)
    • No real free movement of the Carrier (just 'warping' from island to island)
    • No independent timewarp function (only with carrier movement from island to island)
    • Carrier's offensive weapon (Plasma Gun) front mounted only
    • Defensive guns on the Carrier
    • Hook for Mantas to carry a Walrus
    • Rockets are no longer wire guided
    • All weapons have limited ammo
    • The island's terrain is strategically important
    • Fixed position for Command Center on each island
    • Repair, refuel and re-ammo buildings on islands (for Walrus use only)
    • Repair Gun for Walrus
    • Different armor types for Walrus and Mantas
    • Ammo Boxes for additional ammo



    Quote Originally Posted by Tontow View Post
    Are the islands dynamically generated or are they pre-made static islands?
    That is one of the differences. The islands are pre-made static as it seems. Additionally the game engine seems to support only one island to be loaded into memory at a time only. This is very limiting strategically since you can't use Mantas as remote reconnaissance units any more.

    Quote Originally Posted by Tontow View Post
    Is multiplayer only 1v1 or do we get 32 man/carrier battles?
    As far as I know there is no multiplayer announced.
    “Invincibility lies in the defence; the possibility of victory in the attack.” - Sun Tzu

  5. #5
    In the full game there will be 30+ islands although they are pre-designed, their type can change. The location of the islands and their links will change from game to game.

    Free movement of the carrier is easily possible with either manual control, or individual waypoints although when zoomed out it will switch to navigating direct to islands.

    As for multiplayer, I very much doubt we will find out anything until very close to, or just after the release date...

    G

  6. #6
    I have heard that BI may be taking a look at multiplayer after they release it.



    Isn't the digital copy that you currently can get for $24.99 the exact same as what you would get for the $50? I mean, If it is a ture digital copy, (being able to download it whenever I want if I need to), then why should I tie my copy to steam?

    ---------- Post added at 10:35 ---------- Previous post was at 10:05 ----------

    Also, will the game have unit formations in the final product?

  7. #7

    Wow and Yikes!

    I was thrilled and amazed to see that CC is coming back... I *loved* the game on the Amiga, and wish only the most success.

    Trying VERY hard not to piss on anyone's parade... I read the list of differences here, and honestly, I have some truly serious concerns that I can only hope that I can offer, as an original, day 1 player of Carrier Command, can offer.

    Now, granted, my memory is foggy on details... it's been a VERY long time, but may I kindly suggest, that as I read through the list of differences, a common and distressing theme starts to gel.

    CC was about *control*. More than anything... it was about deciding and doing, minus the mundane chores. A single person control of a vast automated toolbox with a mission in mind.

    Mantas can now do more than before. Well. OK. But this now MORE capable craft can now no longer do what the driver want's it to do... namely land where he want's it to. He can't even park it on his own carrier deck? WHO'S IN CONTROL HERE? Certainly not the player.

    No real free movement of the Carrier?????? Again... the fantasy here is that *I* am in control. Me. If I want to sail round the islands pointlessly... then so be it.

    *If I can not, then it is not a world, and I am not a part of this world. I am a player limited to arbitrary rules. It is now a game of chess.*

    I can't automatically produce several items at a time? I am not totally sure what this means... but I am tempted to say, why not? It's my world. Now, if it relates to the realism and practicality of factories only being able to produce one thing at a time... but can carry on until many things are automatically produced, then all good and well.

    Rockets *can't* be guided???? Again, who is in control here? What if I *want* to? Again, am I not in charge?


    The pure JOY of CC was that things happened because I said they should. In this short list, I see this notion present that "Sorry captain... you're not allowed..." rearing it's head.


    CC was essentially the first 3D sandbox game as far as I know... wayyyy back in the 80's. That made it special.

    A world is a sandbox... and the idea of the sandbox has been taken to amazing heights. The popularity and playability (and YouTube potential) for games comes, these days, almost exclusively due to their sandbox nature... where you can do anything... stupid, crazy, unintended things, that very often turn into amazing moments.

    "Can't" is not a word that should appear much in such a game as CC, in my view. Run your carrier aground!!! Shoot it and blow it up! Fly the Mantas into each other! Wire guide a rocket through a tight spot, just because you can.

    Unleash the game. You'll do better.

    Wishing the crew at Bohemian and those chaps working hard at the studios all success.

    I'm very tempted to find my A1000, see if I can start it up, and play the old CC again!

    Try to find and understand the magic of the old game as best you can... that's the best advice I can give.

    It *does* look good... but I truly hope for greatness.

    All the best.

    RS





    • No landing of Mantas on islands
    • Mantas can hover, fly sideways and backwards
    • No fuel production for Manta and Walrus
    • No Long Range Communications Pod
    • No automatic production of several items at a time
    • Attack/Defence/Assist modes for units
    • No Manta on the Carrier's deck (Mantas are either docked or in the air only)
    • No real free movement of the Carrier (just 'warping' from island to island)
    • No independent timewarp function (only with carrier movement from island to island)
    • Carrier's offensive weapon (Plasma Gun) front mounted only
    • Defensive guns on the Carrier
    • Hook for Mantas to carry a Walrus
    • Rockets are no longer wire guided
    • All weapons have limited ammo
    • The island's terrain is strategically important
    • Fixed position for Command Center on each island
    • Repair, refuel and re-ammo buildings on islands (for Walrus use only)
    • Repair Gun for Walrus
    • Different armor types for Walrus and Mantas
    • Ammo Boxes for additional ammo

  8. #8
    •No independent timewarp function (only with carrier movement from island to island)

    That is a game breaker for me.




    •No Long Range Communications Pod


    I hope they add a Long Range Communications Pod even it would take up 2 or 3 slots on the manta


    •No Manta on the Carrier's deck

    You mean I can't raise my mantas to deck level for a faster launch? Sad player is sad ....

  9. #9

    I see some awesome goodness...

    OK, some of my fears were raised too soon... I've seen some gameplay video, and indeed, you CAN drive your carrier... it's just that "island to island" is somehow a through a wormhole or something... this works for me.

    The DOS version of the original CC had a timewarp feature that was sadly missing from the Amiga and And atari versions, so I think this sounds very similar.

    Anyway, I coughed up the cash for the Beta.... looks amazing.

  10. #10
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    No real free movement of the Carrier (just 'warping' from island to island)
    For me this is a real game breaker.
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