Loadscreens

Loadscreens

Hearken back to the days of yore and enjoy the first major Spring module!

Moderators: Moderators, Content Developer

Post Reply
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Loadscreens

Post by babbles »

It's been said before I know, but I think now is the time for more uptodate load screens.

The models are outdated, I mean seriously, some still have the hideous Core Commander on! Moreso, some of the layouts of bases are bad, eg 3 guardians blocking each other?

BD said the best screenshots were always those taken mid battle, as in not staged and to some extent I agree. We can surely get some screenshots of "epic" or good looking battle scenes?

Here's a few to give the general idea:

http://img19.imageshack.us/img19/4393/screen011n.png
http://img8.imageshack.us/img8/6643/screen041c.jpg
http://img7.imageshack.us/img7/5647/screen030p.jpg
http://img8.imageshack.us/img8/1682/screen016tql.jpg

We'd also need thing to put on 'em. I was thinking a specific one for morphing? As Jools pointed out, a lot of newbs won't read guides so a screen briefly describing morphing wouldn't hurt?
User avatar
TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Loadscreens

Post by TheMightyOne »

i agree, the time to replace loadscreens is long past due. though i think we should think of new tips which would be on the loadscreens first. ive opened a topic on the old forum once where everybody should think of any tips that would be useful for noobs (see how CA does it) now it seems to be lost. based on the tips you can easily make 1 or more screenshots, if you manage to make them in a real game is even better.

so? shall we gather some tips?

- Never stop improving your eco
- Information is a ressource aswell (importance of radar and scouting)
- Move long range units in lines
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Loadscreens

Post by babbles »

Maybe extend 'em a bit?

eg

Never stop improving your eco! Always be building energy etc

Information wins games! A good air player always scouts!

Explain why long range units should move in lines?

Maybe also warn of jammers jamming own radar, the need for a balanced fleet (to guard against air and subs), the fusion transaction, one saying about going T2 at start, nanos radius/chain explode etc

I think a must is a morph one, as one of the most asked questions is "what does morph exactly do?" so a load screen describing what it does would be <3
User avatar
TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Loadscreens

Post by TheMightyOne »

babbles wrote:Maybe extend 'em a bit?
ofc! those were just examples, they are by no way "finished" tips
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Loadscreens

Post by manolo_ »

so u both make 5-10 tipps and joe makes the pics (coz he has such a superb pc)
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Loadscreens

Post by babbles »

joe may take some convincing to do that <_<
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Re: Loadscreens

Post by mongus »

- To win a battle, its vital to secure and reclaim the battle metal remanents
(cementeris?, metal heaps?, battle debris?...)


- Scouts have a double function
*Fast enemy Scouting
*Back economy breaker
(run past enemy defense lines and destroy their base/builders)


- Radar will :
*Reveal early rushing
*Reveal nearby enemy base/units
*Reveal incoming gunship raid
*Reveal nearby metal extractors
*Provide radar targeting for crashers/long ranged units
*Provide llt like LOS, thats direct visual contact.

Radar is cheap, fast to build and provides an enormous service.
Build radar!



also, fix the radar bug please (when just built will turn off , then on with no reason).

Krogoth dgunnig tip is overkill, you only need a jammer + commander + energy storage
Post Reply

Return to “XTA”