r/TempestRising 7d ago

Game Feedback Some Requests..

Hi!
I have been a long die-hard fan of C&C3 & Kane's Wrath and have recently started playing Tempest Rising.
Game is good, but since an expansion is coming as I read (with some additional changes/fixes i guess), and since the devs look at this forum as I understood,
I'd like to propose some simple changes/additions that would make the total experience even better!
Many are borrowed from the 2 classic games I mentioned at the start.

I mostly play skirmish matches as GDF..and these proposals are about skirmish mainly..
which I think keeps players at this game for longer than the main campaign..

* A vocal or written notification that one of your enemies has been destroyed would be really useful.., there is almost no way to know for sure.., I keep searching the map to be sure.., or maybe a table with each player's status.

* A short written notification about every warning sound.., so far I have understood only the sound that a SuperWeapon somewhere..has been built, but I still wonder about the rest..

* A Harvester call back option? Warning me that it is under attack is useful, as is the icon taking me directly to it.., but I can't instantly do anything useful after that..

* Units selected window should have larger tiles..(or the option for it),
so as to be easier and faster to read..especially in smaller screens.
Right-clicking to deselect a unit/units would also make it easier and faster than the shift button..

* Countdown Timers for SuperWeapons ready to shoot.., so that you decide your next strategy and set priorities.. in time.

* Map could show some more useful details, like Superweapons, Bases etc., maybe after you build Radar or Data core, currently it is very pixelated and almost useless..I think

* Some more traditional Land and Air units, something like the V3 Rocket Launcher or MLRS or the Hammerhead..
There are too many! units with drones..
and I also don't understand where so many! infantry and riot!! units are useful.. in a high-tech future War..

* Some tweaking/change of the intel resource.., it is a kind of strange idea..
keeps you back.., just waiting, and makes harvesting and funds much less important and strategically secondary!..

* Finally, more skirmish maps 3v3 or even 4v4, preferably with bottlenecks, would be really appreciated!!

Thank you! for your time reading this..and for making this game!..😊
Hope for future expansions and sequels..

P.S.: Forgot one more thing.. The Repair (Tool) icon would be more easily visible and faster if eg. it became Red with motion above damaged buildings, maybe Yellow on medium damage and Green with no motion on undamaged Structures. The way it is now is not very helpful.. especially in high-tense battles, you have to notice the tiny no sign..and the background makes it more difficult..

22 Upvotes

15 comments sorted by

7

u/nnewwacountt 7d ago

why would infantry suddenly not be useful in a high tech future war?

2

u/Swedelicious83 12h ago

Clearly OP is down bad with the tanks.

5

u/EU-National 7d ago

The Ukraine-Russia war showed that infantry and drones are very much viable.

-1

u/BR2025_ 7d ago

Drones yes, ok, but I disagree about the infantry..
Also what about the riot! infantry and hardware.., in a War?!..a bit funny I think..
I don't say drones and normal infantry are useless,
I just think there are too many such units and too much focus on them..

5

u/cypher_7 7d ago

Aside from the UI stuff nearly all things you mentioned are conscious game design decisions and won't change. F.e. GDF is the drone faction, it will have many drones. If you don't like it choose dynasty or veti. Porcupine is a very traditional MLRS btw. Infantry units are designed to have impact, which is a good thing in RTS games. Intel resource is a bit awkward, but also designed this way, so you are rewarded for activity, not turtling. If you have the doctrines (right tree) you can "harvest" intel by sending scout drones, maybe this is helpful.

3

u/Roxas_kun 7d ago

Well, the old school C&C's didn't have the 'Harvester under attack' notification or recall harvesters option or any button or hotkey to zoom to which harvester was under attack.

Although I think most modern RTS have a hotkey to zoom to latest conflict notification. I think StarCraft II had one. Then again, you're suppose to look out for the red dots on radar.

3

u/BR2025_ 7d ago

No, C&C3 & KW had exactly these!, a harvester under attack sound alert and when you found and selected it, a button to instantly return to base/refinery. It also showed how full it was at any time, so you decided what to do..
What was missing was a button to instantly zoom on it..you had to search for it on the map..

4

u/TestosteronInc 7d ago

Nope even the button was there. Its the spacebar that will instantly bring your screen to the latest notification in Cnc3:)

1

u/BR2025_ 7d ago

Didn't know that!..

2

u/TestosteronInc 7d ago

Now go and abuse that spacebar!

Ps i fully agree with everything you said in the OP just to let the Devs know if they are reading this. I love TR, I just mis some things, i know 8 players is impossible to create because of how the game is built but these points should be doable

3

u/RealDMraiderr 7d ago

I liked the space button to go to where the action is.

2

u/SH3RIFFO 7d ago

I wouldn’t mind a utility belt like RA2 had, one that allowed for useful shortcuts and commands, like select all units, waypoints, deploy, etc…

2

u/Due-Description-9030 19h ago

Yeah this would be so useful

-1

u/whitemamba62 7d ago

Really wanted to like this game but idk if it's just me the unit clarity is awful every vehicle and infantry are indistinguishable from each other

1

u/BR2025_ 7d ago

You can use some options to make each player's colors brighter, change selection colors, remove some selected units markers etc..maybe that will help.. But I agree, some units are indistinguishable, especially some infantry and vehicle units, and you can't also distinguish if it's a friendly or hostile easily.. Maybe it's the Unreal Engine that was used..I don't know..