![]() Instead of just interacting through a simple UI, Carrier Command 2 is played in first-person with the player taking position on the bridge of the carrier itself, with access to the ship’s many functions laid out spatially between various control panels and computer terminals. Both versions will be bundled together and are expected to launch in early access later this year.Ĭarrier Command 2 is a PC-based reboot of the now 33 year-old Carrier Command which crosses elements of vehicle simulation with real-time strategy. ![]() Developer Geometa today announced the game will get full VR support, including cross-play with the non-VR version. add "select" buttons for deployed craft, as they always appear next to the carrier and selecting them in time-critical moments you need zooming in the map to select them from the map and this makes it very unnecessarily tedious.Carrier Command 2, a modern sequel to the 1988 game, puts players in control of a futuristic aircraft carrier, allowing up to nine players to manage the ship’s many systems from the bridge. add 3 more vehicle command stations, possible in one of the unused backrooms The one elevator only and only 1 aircraft on deck policy together with long underdeck handling make air asset deployment waaay to slow for the games pace. add a 2nd elevator, maybe even as simple as one up, one down. allow for manual landings, everyone at least wants to try this in a carrier game ![]() add an auto-launch feature for the AA-missles (needed for solo players that may be doing stuff elsewhere) and it makes 0 sense that you always have to push a button for airdefence with missles but not for the CWIS. add autopilot/waypoint options (akin to vehicle command stations) to the steering comand screen station, maybe even the whole map intel (as in the vehicle command stations) give the dam thing an anchor of stay-in-place maneuvering thruster programe Give the base island basic-item production capability (fuel, base drones, base ammo, base weapons) to avoid "hung progression" map scenarios. ![]() Add the barges resupply function to base islands harbour installation as backup for beached/ai-stuck barges occur in low-barge number worlds. add an underlying network along which the player can stockpile goods, or atleast a movable stockpile in which the islands stock can be concentrated (one-stop resupply point) This added a strategy layer and a one-stop re-supply point that could be moved by the player (or lost if captured). The orignal CC had the islands connected via an underlying net (submarinebarges in the lore, no gameplay implementation) which defined where your goods could move, which where all in one "Stockpile". As a diehard fan of the original CC, i am both in love and in hate with Carrier Command 2 and would like some simple, doable improvements to make the game more consistent.įrom my point of view basically the 3D world and principle of the game is awesome, but the fiddle GUI and balancing issues make the game tedious very quickly.ĬC2 has the issue that the archipelago is scalable, which in itself is great, but creates balancing issues: from tedious one-barge ops in low island maps to re-supply issues because types of island are too rare/inaccessible meaning you lack the necessary goods to proceed. ![]()
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