Posted: Sun Apr 20, 2008 4:42 pm Post subject:
RA3 Update
APOC posted a questions & answers update about Red Alert 3 today and most of the stuff seems to look less like Generals and more like RA2:
APOC wrote:
RED ALERT 3 Q&A UPDATE #2 (4/18/08)
Now that bases can be built on water, resources are found at sea and many units can go in water, how is Naval Combat any different from land combat? How do you plan to retain the uniqueness of Naval Combat?
One of the ways we maintain unique styles of play on land and on the water is by contextually varying a unit’s role. For example, the Allies have a hovercraft that functions as an effective anti-structure and anti-vehicle unit while it’s in the water, but is then only effective against infantry when it’s on land.
Why in every game so far do the Allies and GDI have solely American accents? Will you consider fixing this in RA3?
Actually, Red Alert 2 had plenty of Allied units that had European accents, like the Spy and the British Sniper, and Red Alert 3 will be no different. In fact, some of our best Allied unit responses in RA3 are by non-Americans, like the Guardian Tank.
What type of terrains will RA3 have?
One of the nice things about the Red Alert 3 campaign is that it spans across many different parts of the globe, and that really lets us add a lot of unique environments that look different from each other. I don’t think we want to give away all the different terrain types, but you can expect to fight in the snowy environs of Russia, urban sprawls of Japan, and picturesque villages in Europe, among many others. We’re also focusing heavily on naval gameplay, so that means many of our campaign maps and all of our skirmish/MP maps will have ocean or lake coastlines, each of which will also contribute to that map’ s unique look.
Will there be any sort of environmental hazards? ei. Radioactivity, biohazards, etc.
There certainly will be. Again, without giving too much away, you can expect at least one of the superweapons in the game to leave a residual effect on the ground for a short time after it has been activated.
Will walls and gates be making a marked return to Command & Conquer in Red Alert 3?
The simple answer is yes… and no. Walls will most certainly be making their return from earlier Command & Conquer games in Red Alert 3, but gates will not. We have walls up and running in the game now, actually, and we’re working on ways to make them much easier to build. However (there’s always a catch) if we can’ t get them to a state that we’re happy with, we may decide to remove them, just like we did with Command & Conquer 3. But as of now, the plan is to keep them in the game and make them as user-friendly as possible.
Will you be able to collect resources in the water? What are the basic aesthetics of how this works?
Yeah, our resource-collection mechanic definitely includes resources on water. I think we’re going to be talking about our resource model in detail in a few weeks, but suffice it to say that you’ll have resources to collect both on land and on water, and if you cede control of one or the other to your opponent, you’ll be putting yourself at a huge disadvantage.
Red Alert 2 was defined in part by the presence of real world locations in both map structure and specific landmarks. Will this be continued in RA3 and if so to will it be more or less abstract than what was done for RA2?
We’ll definitely continue the Red Alert 2 tradition of taking players to real-world locations across the globe. Some of the locations that Red Alert 3’s campaign take place in include Los Angeles, Tokyo, and Cannes, just to name a few.
Will there be any limit of how far of land you can build your naval base?
That depends on your faction, really. While theirs are a little different from each, the Allies and Soviets use a traditional build system that requires you to increase the area that you can build any given structure (including any naval structures) by constantly expanding your base. So for the Allies and the Soviets, the short answer is yes, there are limits that are tied to your base’s build radius. The Empire of the Rising Sun, on the other, utilizes a build system that’s markedly different than either the Soviets or the Allies… and that’s all we’ll say on that subject for now.
Methinks Japanime might be able to build all over the map water/dozer-like/subterr? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Aug 06, 2008 12:23 pm Post subject:
I couldn't disagree more. I don't have the beta yet, but the resource system seems to be perfect, making it harder to spam, forcing strategy and wise spending. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Posted: Wed Aug 06, 2008 12:41 pm Post subject:
Re: RA3 Update
APOC wrote:
Now that bases can be built on water, resources are found at sea and many units can go in water, how is Naval Combat any different from land combat? How do you plan to retain the uniqueness of Naval Combat?
One of the ways we maintain unique styles of play on land and on the water is by contextually varying a unit’s role. For example, the Allies have a hovercraft that functions as an effective anti-structure and anti-vehicle unit while it’s in the water, but is then only effective against infantry when it’s on land.
So they're making things amphibious, but land units are going to suck on water and naval units are going to suck on land?
Sounds like a huge waste of time, can anyone with the beta comment on this? _________________ QUICK_EDIT
The Stingray for example, is useful on both land and water at hit and runs. Very good for sneaking around the back of a base and taking somethings out and then jumping back into the water again. They are slower on land though, so you cant just spam em everywhere. Stingrays probably die easier on water as torpedoes are very effective, so you can hop onto land and fire from there if enemies are close enough but they cant use their electric dispersion ability on land.
Land units cant even go on water... obviously, so theyre more effective at fighting than amphibious stuff.
Bullfrogs are great AA everywhere though, Terror Drones are about equal too. They do seem to have speed differences, in the water is generally a faster way to travel and rightly so.
As you can see, I play Soviets. The Soviets have the most... separate land naval forces though. They only get Stingrays, Terror Drones and Bullfrogs as amphibious. Tsunami tanks seem very effective in both terrains... annoyingly and the Assault Destroyers are kinda like Stingrays in they should just go onto land briefly for support or a, albeit slower, hit n' run.
And yeah, economy is awesome on it. And so is the music, graphics (I even have it on lowest settings) , even the players are nicer. Super fast loading. Build times are perfect. It's just a generally epic game. Supreme Commander without the lame and boring factions. And its fun. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Wed Aug 06, 2008 3:06 pm Post subject:
Thats what I like to hear.
Hey, is it possible to download an Xbox 360 game image, burn to a DVD, then it would work as an Xbox 360 game?
When RA3 comes out, the only way for me to play it would be to download a demo off Xbox LIVE marketplace, for the 360, or buy it for the 360. I was thinking of buying Kane's Wrath for the 360 as well - I've played the Tiberium Wars demo, the controls aren't so bad, just hotkey the factories and set rally points, the game is all about spamming, but I found it fun. Plus, I've got a USB Keyboard (which I know can be hooked up to the 360) and a USB mouse (I don't know).
If only I had a better computer. _________________ Destroy to create. All for the hunt to dominate!
Joined: 28 Jan 2006 Location: Melbourne, Australia
Posted: Thu Aug 07, 2008 11:48 am Post subject:
EVA-251 wrote:
I couldn't disagree more. I don't have the beta yet, but the resource system seems to be perfect, making it harder to spam, forcing strategy and wise spending.
Actually I take that back! It wasn't the resource system that was the problem it was the fact that I kept getting rushed. I've managed to play a few games where every one agreed to 10 min no rush so I was able to test RA 3 out a bit more. The resource system really isn't that bad but it does slow down the game at points and it really doesn't do much to stop spamming. Though with a few balance changes spamming and rushing should, hopefully, become less of a problem. _________________
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Thu Aug 07, 2008 1:20 pm Post subject:
I don't like the resource system but I've grown to appreciate it. The lack of potentially game-ending superweapons means games could possibly drag on for much longer than the mines have ore for but it it s a good system to slow the start of the game and slowly speed it up as the player progresses. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Fri Aug 08, 2008 1:53 pm Post subject:
SomeGuy[YR:SF] wrote:
lol RA3, I fart in its general direction! =3
And now for something completely different.
Something different...... I'm waiting.
To counter rushes you have to rush the enemy's base with scouts. Once you see what he's up to the game becomes way more fun. _________________ Destroy to create. All for the hunt to dominate!
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