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

  1. #11
    There's alot on that list that break the originals appeal, never mind take the game forward into todays marketplace.

    Biggest mistake was trying to push it to the console.

  2. #12
    Sorry for answering late. I am glad you signed up for the Beta meanwhile, RyderSpearmann. You won't regret it.

    It seem's like parts of my differences list were a little confusing though and I would like everyone to know that I am very, very satisfied with CCGM. I am quoting myself here:

    Quote Originally Posted by ScareYa View Post
    I had more fun with the Beta than with many other finished games these days already.
    I haven't changed my opinion at all.

    Now your concerns:

    Quote Originally Posted by RyderSpearmann View Post
    CC was about *control*.
    That hasn't changed. CCGM is still about control. There are just a few things different (and that was actually the original question in this thread). Most changes make CCGM better than the original, just a few don't. The sum is pure excitement.

    Quote Originally Posted by RyderSpearmann View Post
    He can't even park it [Manta] on his own carrier deck?
    You won't miss that function too much. I promise.

    Quote Originally Posted by RyderSpearmann View Post
    No real free movement of the Carrier?????? [...] If I want to sail round the islands pointlessly... then so be it.
    You can do that. You just have to zoom in and move the carrier step by step or manually. In the vicinity of an island you have full control over the carrier. Just when you sail from one island to the other you MUST use the "Set Sail" function (which is basically an automatic time warp) and you always will arrive at the "port" of the selected island. You can't "sneak up". This is actually one of the few things that CCGM does not better than the original. I guess this is the price we have to pay for multi-platform. But, well... Without multi-platform probably there would be no CCGM at all.

    Quote Originally Posted by RyderSpearmann View Post
    I can't automatically produce several items at a time? I am not totally sure what this means...
    This means that production is kinda serial at the moment. You produce one item after the other only. You can set up a production queue with certain limitations. What you can't do is to produce 2 items A, then 1 item B and then 1 item A again. If you add more items A they will always add to the ones already in the queue. But honestly: That is no big thing. It's just a difference to the original and so I mentioned it.

    Quote Originally Posted by RyderSpearmann View Post
    Rockets *can't* be guided????
    Well, in the original game you had wire guided rockets. In CCGM you have two types: Rockets are flying always straight, Missiles can be locked on targets and are auto-guided after being launched. Both types are useful in different situations.

    Quote Originally Posted by RyderSpearmann View Post
    CC was essentially the first 3D sandbox game as far as I know... wayyyy back in the 80's. That made it special.
    It still is. The only drawback at the moment is the fact, that there is only one island loaded at a time. I don't like this, but the whole package is already my game of the year 2012. It is absolutely SPECIAL.

    Quote Originally Posted by RyderSpearmann View Post
    I'm very tempted to find my A1000, see if I can start it up, and play the old CC again!
    No bad idea anyway...
    “Invincibility lies in the defence; the possibility of victory in the attack.” - Sun Tzu

  3. #13
    Quote Originally Posted by ScareYa View Post
    • ................
    • 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)
      ................



    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.

    As far as I know there is no multiplayer announced.
    I like what I've seen so far but if they could fix these issues I think they would have something truly great.

    Any word on this title from E3?

  4. #14
    Quote Originally Posted by ScareYa View Post
    This means that production is kinda serial at the moment. You produce one item after the other only. You can set up a production queue with certain limitations. What you can't do is to produce 2 items A, then 1 item B and then 1 item A again. If you add more items A they will always add to the ones already in the queue. But honestly: That is no big thing. It's just a difference to the original and so I mentioned it.
    You can do that. (2 items A, then 1 item B and then 1 item A again. Even produce 3 items C inbetween. )
    See: http://forums.bistudio.com/showthrea...ms-up-and-down
    Hope it helps.

  5. #15
    I have never played the original version but after reading the forums a while it has become apparent to me that there's no multiplayer option in this release, so my question is was multiplayer part of the original version ?

    Because if this function was absent from the original I wouldn't expect or think that it will make an appearance in the first place since researching the title suggest's that they tried to maintain the game play from the original version back in '98
    Last edited by CATOBAR; Jun 28 2012 at 18:36. Reason: Additional content was added...

  6. #16
    Yup - there was no multiplayer in the original. When we were kids, me and a friend used to bring our Amigas to each others places, play Carrier Command and see who could take most islands in the shortest time, or play Elite and see who could get highest status in a certain time etc.

    Of course, eventually we got Powermonger, Lemmings, Lotus Challenge and Armour-Geddon. I made a null modem cable and two-player was just brilliant fun! At school I was making a small fortune soldering these up for people

    Actually I think Lemmings just needed two mice, it's been a long, long time!
    Last edited by Harbinger; Jun 28 2012 at 22:55.

  7. #17
    If no one noticed, you CAN freely control the carrier, either by manual control, or by selecting waypoints, and you can cancel the timewarp at any time to freely control the carrier if you want, the timewarp even stops if an enemy carrier comes in range, with is a huge reliever for me.

  8. #18
    Having an absolute blast with the beta. The original Carrier Command was one of those games I grew up with that left a huge imprint on my childhood.

    I do have some concerns though. Like many have pointed out already, the "set sail" mechanic ruins it a bit. I think it makes the game feel more like a board game than a simulation. I want to be able to zoom in to any spot in the ocean and tell the carrier to go there. I want to stop the carrier some distance off the coast and observe the island before moving in. Now though I can't even see the island until I am two seconds away from running aground, and that is in clear weather.

    Also there are some more issues with pathfinding and suicidally stupid AI that take over your mantas and walruses as soon as you leave them, but despite all that it is still one of the most fun and engaging games I have played for some time.

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