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All Major Gameplay Changes Summarized
Posted: Mon Oct 13, 2025 7:20 am
by Mackintoke
I've been told OpenRA plays a lot differently from the original C&C games. Does anyone got a design document that lists all the major gameplay changes OpenRA makes for C&C, RA, and D2K?
I'm just looking for a summary, I don't wanna read thru the entire changelogs.
Also, I believe without a doubt that playing Dune 2000 on OpenRA is superior in all ways to playing D2K in it's original form. Amirite, fellas? We can add APCs finally! Controllable aircraft! And so on and so forth.
Re: All Major Gameplay Changes Summarized
Posted: Mon Oct 13, 2025 8:54 am
by Mechanicat
Not there is any, as far i know.
Its a great lack, and it probably should get written.
From the top of my head:
- The game is better balanced. Tactics other than tank spam are possible (and necessary to win)
- Pace of economy is better, it does not take ages to get just enough credits to produce one more Mammoth Tank in TD.
- There is no need to constant Q-move as its getting handled by both the new unit stances and actual A-moving.
- Exploits from the originals do not apply to OpenRA. No shenanigans like the formation trick to make cruisers go faster in RA, or infantry subcell positioning related attack range tricks in TD.
- Game uses modern UI. There are production tabs that sort buildable stuff in the sidebar, shortcuts to fire super-weapons appear on left side, Generals style.
- Production is different, like that in RA2 & later so you can make Infantry, Vehicle, Building, Aircraft at the same time seperately.
- You can play at a resolution that sees the entire battlefield.
- The game is fully moddable.
Re: All Major Gameplay Changes Summarized
Posted: Mon Oct 13, 2025 9:21 pm
by Mackintoke
"Production is different, like that in RA2 & later so you can make Infantry, Vehicle, Building, Aircraft at the same time seperately"
RA2 didn't do that, only Generals and maybe C&C3 did. Like in StarCraft, production structures have their own separate build que.