Quick work, Rob!
Anyway... Please add your thoughts, let me know what made Carrier Command great, what made it pants, what it was missing, and what it really could have done without.
The whole resource management part, and necessity to move the stockpile island as you progressed further so you didnt have to run out of fuel moving all the way back added a great deal to the strategy. Combined with trying to defend this island (being as it was now closer to the enemy territories)
Perhaps more detail on the islands. From what I recall of the original, they were each just squares with a mountain, a base and a gun emplacement. This made it all quite samey and boring/easy.
A few more enemy installations, and more variety of craft may help.
I think the actual Manta/(whatever the amphibious tanks were called) control and flight/movement should be much 'better' and clearer (but this will probably be solved with PC resolution and multicolour graphics, it was sometimes hard to see what was what on the speccy)
Good luck anyway!
Anyway... Please add your thoughts, let me know what made Carrier Command great, what made it pants, what it was missing, and what it really could have done without.
The whole resource management part, and necessity to move the stockpile island as you progressed further so you didnt have to run out of fuel moving all the way back added a great deal to the strategy. Combined with trying to defend this island (being as it was now closer to the enemy territories)
Perhaps more detail on the islands. From what I recall of the original, they were each just squares with a mountain, a base and a gun emplacement. This made it all quite samey and boring/easy.
A few more enemy installations, and more variety of craft may help.
I think the actual Manta/(whatever the amphibious tanks were called) control and flight/movement should be much 'better' and clearer (but this will probably be solved with PC resolution and multicolour graphics, it was sometimes hard to see what was what on the speccy)
Good luck anyway!