View Full Version : Wish List--RA3
littlecheez9
02-13-2008, 05:26 PM
Well, this one would have come up sooner or later, so, here goes the magic question: what do you guys want in RA3? If it really is going to be announced tomorrow, lets start asking now!
Personally, I would be fine with EA bringing the old Westwood team back :D and sticking with their decision (WW's, not EA's). If I were to make a request, though, I would probably ask for a new faction to replace Yuri, and to keep the same mechanics as RA2 (rather than ditching them, like in Generals)
CO Valle
02-14-2008, 11:49 AM
You've got your wish, a faction replaces Yuri.
For my wish, as many other people have stated, A good Air force and air combat for all factions.
EDIT:
vv
oh and some way of officially connecting the timelines of RA and TD
Hell Yeah!
Lazzars
02-14-2008, 12:45 PM
more expanded airforce (i was always irked that in RA2 they said that the allies had always had a bigger airforce when in RA the didn't even have an airforce at all)
oh and some way of officially connecting the timelines of RA and TD
gho$tface
02-14-2008, 02:38 PM
Tanya, Hell March, and good naval units.:)
OneWiseJedi
02-14-2008, 02:53 PM
I wish for state of the art online interface and exceptional online play, moving in a direction away from gamespy.
SiDeWiNdEr
02-14-2008, 03:15 PM
I wish for state of the art online interface and exceptional online play, moving in a direction away from gamespy.
Does that mean you wish the online part wasn't being done by EA? xD
Seriously though - I'm hoping this is going to be as much fun to play as RA2 is, infact, I'm going to install RA2 right now!
I'm hoping we'll still see Tanya, Maybe Boris as I found him amusing - but mind controlled bears? We'll see!
HawkEye1102002
02-15-2008, 03:33 PM
My huge hope (I think I probibly said this enough times) is real life units, but I will be happy for EA to have some Red Alert twist for them.
What would be very cool is Naval only missions, where the Royal Navy with a mixed Battleship and Carrier fleet takes on the Soviet Navy Northern Fleet for example.
Derek
02-15-2008, 03:46 PM
I'ld like to see them make a serious Red Alert game again, like the original. Without goofball units or cheesy storylines.
My hopes are not high.
SiDeWiNdEr
02-15-2008, 03:54 PM
I'ld like to see them make a serious Red Alert game again, like the original. Without goofball units or cheesy storylines.
My hopes are not high.
Would be great if they did.
RA1 still has to be my fave of the C&C Series.
Avapodnaught
02-15-2008, 05:03 PM
I'ld like to see them make a serious Red Alert game again, like the original. Without goofball units or cheesy storylines.
My hopes are not high.
Well there were hints of such things in RA1, Westwood went in that direction for a reason (Get it done by Stalin's Birthday... The storyline's wackyness mixed with reality of what if?, Chrono Technology, the look of Tesla weaponry, the M.A.D. tank's destructive power, Tanya, Einstein, spies, dogs etc)
They just took advantage of small things in RA1 and then added humor and some more inventive weaponry (Einstein my lova, Mirage tanks and Prism Tanks woot)
Do these Polar Bears take the place of attack dogs, or are they more like brutes?
I would hope for Tesla Aircraft, maybe just a bomber dropping bombs or having a mini coil under its belly, as we have seen tesla troops, tanks, and coils already (soldiers charging aircraft or eachother on the ground, lol)
And I would like to see Squids Return, and some sort of new creature for the Allies concerning Sea, and some new ones for Japan (maybe like... Polar Bears?)
Cylon Crusader
02-15-2008, 09:12 PM
More choice for aerial forces.
All, or most of the original units, apocalypse tanks, kirov airships, dogs and whatnot.
Really good online.
All the fun and excitement an RA game should include.
Statalyzer
02-16-2008, 10:04 PM
I'ld like to see them make a serious Red Alert game again, like the original. Without goofball units or cheesy storylines.
My hopes are not high.
Same thoughts here. I also hope they come up with a decent plotline that doesn't involve timetravelling, but apparently that's how they are going to make the Soviets become a threat again.
SgtRicko
02-17-2008, 05:51 AM
Same thoughts here. I also hope they come up with a decent plotline that doesn't involve timetravelling, but apparently that's how they are going to make the Soviets become a threat again.
Yeah, it looks like they're going to retcon the series beyond RA2 via time-travel... I guess they couldn't figure a way to make Russia a threat again after the events of the last game. Kinda feels like a copout, to be honest.
nyarlathotep
02-17-2008, 03:24 PM
Allied Infantry vehicles stay "change-abale" due to inf you put in
Rad-inf to stay
More critters
sub "houses"
indefinite levels for troops
256MB-RAM compatibility
"Dune"-levels
more wacky inventions
&
FUNNY IN GAME MOVIES !!!
Derek
02-17-2008, 04:44 PM
256MB-RAM compatibility
:roflmao:
Seriously, its going to be more demanding than CNC3, you'ld have to be stupid to dream otherwise. And FFS, upgrade your RAM.
Quadhelix
02-17-2008, 04:45 PM
Yeah, it looks like they're going to retcon the series beyond RA2 via time-travel... I guess they couldn't figure a way to make Russia a threat again after the events of the last game. Kinda feels like a copout, to be honest. Once you open the Pandora's Box of time-travel, there is no sealing it again.
-----------------------------------------------------------------------------------------------
I am hoping to see substantive differences between the tech trees of the three factions, Soviet flame weapons and submarines, and a new Chronosphere design.
nyarlathotep
02-17-2008, 04:58 PM
:roflmao:
Seriously, its going to be more demanding than CNC3, you'ld have to be stupid to dream otherwise. And FFS, upgrade your RAM.
Ey, it's a wish list :)
would like to, tho have only 1 and it's a laptop... not very upgrade-friendly :(
Statalyzer
02-17-2008, 10:20 PM
Kinda feels like a copout, to be honest.
Because it is.
Gulde
02-18-2008, 12:25 PM
Another thing, that i want to see in RA3 is good old unit icons ...
I loved these ones, rendered, and sweet
http://pnmedia.gamespy.com/planetcnc.gamespy.com/images/oldsite/clusterimages/miragetank.gif
Not these, it sucks ...
http://cncczech.com/images/jednotky/cc3-tw/gdi/predatortank.jpg
Avapodnaught
02-18-2008, 02:38 PM
Another thing, that i want to see in RA3 is good old unit icons ...
I loved these ones, rendered, and sweet
http://pnmedia.gamespy.com/planetcnc.gamespy.com/images/oldsite/clusterimages/miragetank.gif
Not these, it sucks ...
http://cncczech.com/images/jednotky/cc3-tw/gdi/predatortank.jpg
The predator would look nice with some desert terrain behind it but it does not suck
Lazzars
02-18-2008, 02:48 PM
the pics do, they even had them in gens, if a bit higher quality
the old unit pics need to be brought back, if only for nostalgia's sake
HawkEye1102002
02-19-2008, 02:49 PM
I am intrested in what attack abilities we will have
I got a suggestion for EA is for the Allies to have an AC-130 gunship and use it in the same mannor as Zero Hour, I enjoyed using gunships in ZH.
Looking through various WW2 and Cold War projects, I came accross this...
http://en.wikipedia.org/wiki/Antonov_A-40
Soviet "Flying Tanks", an idea would be that the Soviets could deploy something like wheeled fighting vehicles such as BDRM-2 armoured cars at a designated location, which can provide the Soviets with a quick, fast, light attack/scout vehicle that can also swim that can be deployed behind enamy lines - that is if they don't get shot down by Allied fighters/AA guns/SAM sites - they cannot take off again because the wings will be broken off, cannot operate a scout car with its wings still attached...
Cylon Crusader
02-19-2008, 06:35 PM
Heres what I want to see as units for the EMpire of The Rising Sun:
Infantry:
Rifleman
Missile Trooper
Flamethrower
Saboteur(Spy)
Jump JEt/Hover infantry unit
Commando with Jump Packs
Land Vehicles:
APC, Amphibious
shuriken light tank
Sensei medium tank
Kobayashi artillery
Purifier Flame tank
Air Units:
Zeke Mk7 assualt fighter
Kate Mk4 torpedo bomber
Konichiwa Dive bomber
Daisensai multi-role assault craft, good combo between fighter and bomber
Sansanai bomber-launched from Garuda sub.
Naval Units:
Maru transport
Kaga Mk3 class aircraft carrier, carries 10 of any aircraft
Yamato class battleship
Fubuki class destroyers
Tonawanda class flame ships
Garuda sub-can launch 3 Sansanai bombers, already comes with them
Shiryaku class cruiser, can launch torpedoes
Thats about all I can think of at the moment, I might add more as time permits.
Statalyzer
02-20-2008, 09:19 AM
As a sort of amateur Pacific War historian, they'd better not name the naval units in the game after the real WW2 ships unless they make them look like them as well.
Gulde
02-20-2008, 12:05 PM
Jump JEt/Hover infantry unit is suitable for Allies(Rocketer...)
"Konichiwa" Dive bomber ? Really fearsome name :-)
LtMisha
02-20-2008, 02:40 PM
I would like to see Yuri escape (even though it has been confirmed he doesn't, apparently) and for Einstein to somehow survive. The Apoc tank must return, as must the Navy Seal. Boris would be cool.
I hope Yuri doesn't even touch RA3.
Hopefully using the Chronosphere to get rid of Einstein got rid of him too. Yuri killed my RA2 experience.
Cylon Crusader
02-21-2008, 06:23 AM
As a sort of amateur Pacific War historian, they'd better not name the naval units in the game after the real WW2 ships unless they make them look like them as well.
Yeah thats true.
In another incident, there was a WW2 plane owned by the Japanese called the sen?something?, it got launched from a special sub which could carry 3 of those planes at a time.
My wish list above has that idea included, it would make a great strike tool and would be extremely efficient for naval supremecy.
HawkEye1102002
02-22-2008, 04:28 PM
As a sort of amateur Pacific War historian, they'd better not name the naval units in the game after the real WW2 ships unless they make them look like them as well.
I also agree
Gulde
02-23-2008, 09:35 AM
Another thing - animated installations ! They were awesome and cool, not that standard crap what is in Tiberium Wars now, where without logo, you almost can't recognize, if you are installing Tiberium Wars, or Adobe Photoshop ...
Rowmen
02-23-2008, 02:14 PM
Fast Game Play-Bring most of the units back-Map Editor-
Avapodnaught
02-23-2008, 02:53 PM
A better way to get your Mini Maps on those that you create
Cylon Crusader
02-24-2008, 01:04 PM
A mix of Generals and RA2 style Map editor for the PC AND the consoles.
NODorGDI5
02-24-2008, 04:16 PM
The one thing that I really want is for Crazy Ivan to be kept in the game. He has to be my favorite infantry unit in the whole game. And the game mechanic that allows 'Ivan Bombed' units to enter vehicles and keep from blowing up had better be there too. Although I doubt it will.
SgtRicko
02-25-2008, 03:12 AM
Yeah thats true.
In another incident, there was a WW2 plane owned by the Japanese called the sen?something?, it got launched from a special sub which could carry 3 of those planes at a time.
My wish list above has that idea included, it would make a great strike tool and would be extremely efficient for naval supremecy.
Yeah, I happen to know about the vessel you are talking about too. It was originally designed to launch a sneak attack on the Panama Canal so as to force us to take the long way around South America, but it never reach fruition since the Japanese realized that it was too far a target to reach, and that they needed everything in their arsenal on the home front by that point. So given how the Red Alert series likes to focus on crazy weapon designs or superweapons, it doesn't seem that far fetched at all to have that unit in the game.
Daishi
02-25-2008, 06:17 AM
0 useless units.
Cylon Crusader
02-25-2008, 04:22 PM
Yeah, I happen to know about the vessel you are talking about too. It was originally designed to launch a sneak attack on the Panama Canal so as to force us to take the long way around South America, but it never reach fruition since the Japanese realized that it was too far a target to reach, and that they needed everything in their arsenal on the home front by that point. So given how the Red Alert series likes to focus on crazy weapon designs or superweapons, it doesn't seem that far fetched at all to have that unit in the game.
Just found out what its called, apparently, in WW2 the Japanese were really pushing the frontier with having a "carrier sub."
The result of that was a sub called the I-400, it could carry a maxium of 3 Seiran planes, which were mainly used for bombing, torpedoing, and even kamikazing. It could also be however used as a fighter, although to a much lesser extent.
Statalyzer
02-25-2008, 05:11 PM
No way would 3 planes would have been nearly enough to wreck the Panama Canal, they would have needed to send a whole carrier flotilla down there.
Cylon Crusader
02-25-2008, 06:53 PM
No way would 3 planes would have been nearly enough to wreck the Panama Canal, they would have needed to send a whole carrier flotilla down there.
There were lots of the I-400s made, hundreds if them, and plans for the I-500 were in action too, ability to carry 5 planes.
Besides, the sub was invented around the latter times of WW2, 1943-1944.
Rowmen
02-25-2008, 07:53 PM
Sounds like a wicked sub
Cylon Crusader
02-25-2008, 08:29 PM
Sounds like a wicked sub
It was, the would've gotten away with it too, but the Allies won, plus we nuked Hiroshima and nagasaki.
Quadhelix
02-29-2008, 01:01 PM
"Konichiwa" Dive bomber ? Really fearsome name :-) You'll think so when you say "hello" to a batch of torpedoes in your fleet.;)
One thing that I'm hoping for is fewer "hard counterparts" among each factions forces. What I mean by hard counterparts are units that seem to fill the exact same role on each side. For example in C&C3, you had Attack Bikes=Pitbulls=Seekers and Avatar WarMechs=Mammoth Tanks=Annihilator Tripods. This is probably too much to ask, as it would be an absolute nightmare to balance, but it would still be nice if it were implemented.
SgtRicko
03-01-2008, 07:11 AM
You'll think so when you say "hello" to a batch of torpedoes in your fleet.;)
And then before you know it, they'll also be an 'ohayo gozaimasu' Battleship to greet everybody's structures near the beachfront as well, along with the dreaded 'Moshi Moshi' death squads pwning your infantry!:p
One thing that I'm hoping for is fewer "hard counterparts" among each factions forces. What I mean by hard counterparts are units that seem to fill the exact same role on each side. For example in C&C3, you had Attack Bikes=Pitbulls=Seekers and Avatar WarMechs=Mammoth Tanks=Annihilator Tripods. This is probably too much to ask, as it would be an absolute nightmare to balance, but it would still be nice if it were implemented.
Well, they could do it like 'Total Anhilation' balanced it and just make most units capable of firing at each other while having either very large or small amounts of hit points, but that would just make the game even more powerhouse-unit related. The way I see it, it's best to leave the rock-paper-scissors format of the series as is.
apple23
03-01-2008, 11:28 AM
My hopes for the storyline is a serious storyline without any timetravel, no yuri, and just enough irony (in some form) to keep the storyline interesting, but not too crazy.
Unit-wise, I agree somewhat with quadhelix. I think for balance purposes we should have hard counterparts to the basic units, (ya know, main battle tanks, scouts and basic aircraft?) but have an element of "the more up the tech tree you progress, the more difference you see in each of the three factions" so that the high tech units have totally different uses and weapons. Which makes the counter system much more interesting and offers completely different strategies for each of the three factions.(like they did in generals, GLA=stealth and speed over armor, USA=high tech weapons, and China=armor and firepower over speed)
Rowmen
03-01-2008, 12:40 PM
My hopes for the storyline is a serious storyline without any timetravel, no yuri, and just enough irony (in some form) to keep the storyline interesting, but not too crazy.
Well Considering in both the first ra1 and second ra2 both have time travel in it, will be hard not to put it in. In the games point of view why would you not use it.
I don't think they can forget about a whole faction(Yuri), even his technology should some what be in game, If you were the soviet wouldn't you want his mind control tech. Its kinda hard to forget about a man who almost took over the world.
And they have to keep the story lines in kept
Not to mention All the yuri fans will be pissed not having any Yuri in the game.
apple23
03-01-2008, 12:55 PM
Well Considering in both the first ra1 and second ra2 both have time travel in it, will be hard not to put it in. In the games point of view why would you not use it.
I don't think they can forget about a whole faction(Yuri), even his technology should some what be in game, If you were the soviet wouldn't you want his mind control tech. Its kinda hard to forget about a man who almost took over the world.
And they have to keep the story lines in kept
Not to mention All the yuri fans will be pissed not having any Yuri in the game.
I didn't mean totally erase yuri's existence from the world, i meant that i didn't want yuri himself to appear in the game. I wouldn't be suprised if the soviets got thier psychic techs back from yuri, adn base one or two of thier units from yuri tech, but overall i think yuri shouldn't appear in the game
As far as timetravel goes, it really confuses the storyline, that's one big reason not to use it anymore. Maybe they could excuse it saying that there was some major flaw in the timetravel stuff (like the chrono vortexes, i loved those)
On a side note, the way it looks with the intro storyline, yuri shouldn't even exist (yet), seeing as we went all the way back to RA1 time.
starscream007
03-02-2008, 08:53 AM
I want a building or unit to generate funds for you, like they do in Generals/ZH.
Zardac the Great
03-08-2008, 01:51 PM
I want...
Kari Wuhrer to NOT BE TANYA.
Perhaps the Japanese to have a "Gojira" class battleship-won't happen.
No Yuri.-rumored to be in an expansion.
No silly units.
Chronotanks. Maybe have them move like Legionaires.
Chrono Legionaires/Chrono Commandos.
SEALS.
Good missions.
Mine layers.
Quadhelix
03-08-2008, 02:46 PM
Well, they could do it like 'Total Anhilation' balanced it and just make most units capable of firing at each other while having either very large or small amounts of hit points, but that would just make the game even more powerhouse-unit related. The way I see it, it's best to leave the rock-paper-scissors format of the series as is. Sorry, bad terms on my part: "hard counterparts" are not "hard counters." I guess that the term I should have used for "hard counterpart" is "direct equivalent" or something similar. For example, there is little difference in C&C3 between Rocket Bikes and Pitbulls; also, Mammoth Tanks, Avatars, and Tripods are all virtually identical save for slight distinguishing features.
In Tiberian Sun, the Disruptor was sort of equivalent to the Devils Tongue because of the splash damage, sort of wasn't because of the longer range and different target-type. Similarly, the Hover MLRS was sort of like the Attack Bike but also functioned like Artillery in the combat chain.
Then again, I could be completely misunderstanding what you are saying.
Cylon Crusader
03-08-2008, 07:36 PM
I want a building or unit to generate funds for you, like they do in Generals/ZH.
That's a superlative idea.
Rowmen
03-08-2008, 09:31 PM
That's a superlative idea.
There is a oil derreck, if you edit the rules you can build one. Of coarse it isnt in regular maps but it can be done
SgtRicko
03-09-2008, 04:51 AM
Sorry, bad terms on my part: "hard counterparts" are not "hard counters." I guess that the term I should have used for "hard counterpart" is "direct equivalent" or something similar. For example, there is little difference in C&C3 between Rocket Bikes and Pitbulls; also, Mammoth Tanks, Avatars, and Tripods are all virtually identical save for slight distinguishing features.
In Tiberian Sun, the Disruptor was sort of equivalent to the Devils Tongue because of the splash damage, sort of wasn't because of the longer range and different target-type. Similarly, the Hover MLRS was sort of like the Attack Bike but also functioned like Artillery in the combat chain.
Ahh, now I see what you're getting at: what you want is actually unit diversity. Fair enough of a wish, and given how RA3's list seems downright wacky and odd to balance, it looks like it'll be granted (good luck with the balance though... dear god, doesn't EA know insanely OP are Bear Calvary!?):uhh:
Then again, I could be completely misunderstanding what you are saying.
Nah, you got the point pretty well!:)Perhaps the Japanese to have a "Gojira" class battleship-won't happen.
Imagine this: an Allied base is busy trying to hold off a Japanese air raid, paying their full attention to it while making the fatal mistake of ignoring the beachfront in front of them. Then, all of a sudden, they notice something horrific and huge begin to rise out of the water, and begin to slowly roll out of the ocean depths. They try to concentrate fire on the behemoth, but as soon as the tank support arrives it is decimated by it's massive 300m guns, who soon turn their focus towards the Construction Yard. Desperate, the Allied commander orders the Yard to pack up into the MCV, but it's too late: within seconds it is destroyed as well. And the last thing the commander would scream out before being crushed into a bloody pulp by it's mammoth treads would be GOJIRAAAAAAAAA!!!!!!!!!!!!" *SPLAT*
...man, that would be CLASSIC.:cool:
Mine layers.
No, wouldn't work out well. Notice how slow it is to mine an area, even in C&C3?
Zardac the Great
03-19-2008, 03:37 PM
I want my Gap generators to come back.
I'd also like a Chrono Bunker- a Chronospere based base defense. Something like the "gun" a Chrono Legionaire has.
And I want the Chrono Legion to return.
Rowmen
03-19-2008, 04:24 PM
I want a Paratroop that you control what types of troops it drops- So you put troops into the airport and you para drop them off where ever you like
CO Valle
03-20-2008, 03:04 PM
^^ that paratrooper idea is a very good one!
Miles
03-21-2008, 05:38 AM
My wishlist for this game:
- Kirov Airships
- Good defensive allied technology (since Prism will never be invented in the story I hope they have a decent replacement)
- Apocalypse Tanks
- Hell March
- Funny storyline, much humoristic stuff like in RA2. I liked the atmosphere... CnC was too "dark" for me. I'm gonna get shot for saying this though :D
- Iron Curtain & Chronosphere but they were confirmed already
- Demolition Trucks in Skirmish
- Infantry units being solo. Not in group every time like in CnC3
- No uberoverpowered units. In CnC 3 (Singleplayer), if you just make like 10 Mammoth Tanks/Avatars/Tripods, you can beat anything and it obsoletes the rest.
- Funny unit speeches (come on, who didn't like "I lost a bomb, do you have it" and "we will bury them!")
- No Yuri in the main game (even though Udo Kier acted wonderfully well), maybe in the expansion but not as the only main enemy.
- Lotsa stealth technology
RA2 probably is my favorite RTS of all time with Zero Hour in close second. I hope they'll make RA3 as envjoyable and won't sacrifice the gameplay for graphics only.
Statalyzer
03-21-2008, 09:38 AM
I want a Paratroop that you control what types of troops it drops- So you put troops into the airport and you para drop them off where ever you like
It'd be great if you had to build the transport plane as well. So, it opens powerful possibilities, but you have to have a 4-engined heavy taking up hangar space instead of a fighter-bomber (or whatever).
Jacklus
03-28-2008, 03:43 AM
The Apocalypse Tanks looks really terrible, In RA2 it has 2 Caterpillar tracks which looks awesome, now it just looks like a generic 2 barreled tank. :mad:
Cylon Crusader
03-28-2008, 06:21 AM
Based off of the controlled paradrop idea, you could also be able to load up your transport plane with vehicles as well.
How abuot one of those flying aircraft carriers like in Sky Captain and the World of Tomorrow.
Mine Layers that have 5 mines and you can refuel their mines at the nearest WF.
Multi-purpose/ Multi-role planes that have missiles, bombs and MGs, I am thinking about 4 air to air missiles, 2 medium bombs, and 2 MGs to engage ground targets and air targets alike.
The A4 Crusader.
More types of infantry, medic, support(Machinegunner), rocket trooper, grenadier, snipers, commandos, SEALs etc.
nyarlathotep
03-28-2008, 08:23 AM
The Apocalypse Tanks looks really terrible, In RA2 it has 2 Caterpillar tracks which looks awesome, now it just looks like a generic 2 barreled tank. :mad:
Apparently, that's the new Rhino, not the Apo :)
Zardac the Great
03-28-2008, 02:06 PM
What is your source for this?
It LOOKS like an Apocalypse. And it has what looks like the Apocalypse's grinder...
Jacklus
03-30-2008, 12:25 AM
Apparently, that's the new Rhino, not the Apo :)
Oh ok, thanks for the info. :hyper::hyper:
wkw427
03-31-2008, 06:47 AM
Might as well add my two pennys.
A Path Beyond 3, Hell March 3, Einstein, and cheesy russian accents
Cylon Crusader
04-02-2008, 06:26 AM
A new Russian tank called the Annihilator, has 6 150mm cannons, 10 rocket pods, you can fit 20 of any infantry in it, it has 4x overshields and is the fastest unit in the game.
Nah, Lol.
wkw427
04-02-2008, 12:32 PM
One word:
space ships, stargate space ships... o-O
SiDeWiNdEr
04-02-2008, 12:35 PM
One word:
space ships, stargate space ships... o-O
Can't count? xD
As long as it's balanced I don't care! I'm signed up for the Beta so we'll see when we get there!
Cylon Crusader
04-05-2008, 04:02 PM
A Japanese tank that can transform into a robotech style mech,, but has lower armour and armamaments and ahs a faster speed.
wkw427
04-05-2008, 07:40 PM
A Japanese tank that can transform into a robotech style mech,, but has lower armour and armamaments and ahs a faster speed.
transformers much? im not complaining. just as long it it isnt cheesy
Since the day when I first heard about Japan and their unique style of units, I've got only one wish: Bukkake Tanks ^^
Statalyzer
04-07-2008, 04:51 PM
A Japanese tank that can transform into a robotech style mech,, but has lower armour and armamaments and ahs a faster speed.
How would that make it faster? And what's happening to the extra armor?
Quadhelix
04-07-2008, 11:26 PM
How would that make it faster?
It is using legs instead of treads, so it can run.
And what's happening to the extra armor?
By standing up, it exposes its fragile joints and vulnerable underbelly.
Cylon Crusader
04-08-2008, 06:17 AM
How would that make it faster? And what's happening to the extra armor?
Update on that:
-It would be permament
-The armour would be "shed" off giving it less weight and therefore greater speed.
-It could also cross over most terrain since it would now be a walker type unit.
-As for its weapons, it should take off its main cannon on the back and use it as a heavy rifle (think Universe at War Novus, Mirabel).
Other things:
-A kind of global conquest mode, better than that of KW (with actual countries and lots of them), with 3 major factions, this would pan out greatly, because you will always be surrounded by two sides.
-Different hero units for each faction, not some mickup of each other, like the Nod Commando and the GDI commando, they are basically the same except for the jumpjets for GDI and the invis for Nod.
Statalyzer
04-08-2008, 01:04 PM
I got two different answers on the armor.
"By standing up, it exposes its fragile joints and vulnerable underbelly." - that makes sense.
"-It would be permament
-The armour would be "shed" off giving it less weight and therefore greater speed."
This doesn't make sense. If the armor is getting shed off, it's not permanent.
It is using legs instead of treads, so it can run.
That wouldn't make it faster. It would only make it able to traverse more treacherous terrain than otherwise. If anything it would make it slower.
SgtRicko
04-09-2008, 04:21 AM
That wouldn't make it faster. It would only make it able to traverse more treacherous terrain than otherwise. If anything it would make it slower.
Unless it's organic-esque, then it might give it some serious maneuverability and flexibility (think of Metal Gear RAY from MGS2, or maybe the Scrin's tripods).
Cylon Crusader
04-10-2008, 06:18 PM
I got two different answers on the armor.
"By standing up, it exposes its fragile joints and vulnerable underbelly." - that makes sense.
"-It would be permament
-The armour would be "shed" off giving it less weight and therefore greater speed."
This doesn't make sense. If the armor is getting shed off, it's not permanent.
That wouldn't make it faster. It would only make it able to traverse more treacherous terrain than otherwise. If anything it would make it slower.
What I meant with that was that when the armour gets "shed" off, it does so permanently and cannot recover it again.
Since it's loosing weight, it could be slightly faster.
firest0rm
04-11-2008, 01:48 PM
1. NUKE"S FOR SOV'S
2. HELL MARCH 3
4. being able to play those taunts over the internet like :ARE YOU READY FOR ME TO CRUSH YOU LIKE THE BUG THAT YOU ARE
5. bigger maps unlike C&C 3/KW those maps are small
6. being able to conquer the world instead of a few nations in global conquest mode
7. good gameplay without gay tactics like engi rush
8.being able to rebuild and win from your opponent after almoost been defeated
9. longer game's 1.30 hr games ore 2 hr games no short 5 min games
10 STRAGETY FOR THE WIN
Jacklus
05-18-2008, 06:54 AM
What is your source for this?
It LOOKS like an Apocalypse. And it has what looks like the Apocalypse's grinder...
http://www.cncgames.com/redalert3_sovunits/ra3_sov_apoc.jpg
http://i.neoseeker.com/ca/command_conquer_red_alert_2_conceptart_3P5vG_thumb.jpg
Doesn't look like it to me.
SgtRicko
05-18-2008, 07:17 AM
1. NUKE"S FOR SOV'S
2. HELL MARCH 3
4. being able to play those taunts over the internet like :ARE YOU READY FOR ME TO CRUSH YOU LIKE THE BUG THAT YOU ARE
5. bigger maps unlike C&C 3/KW those maps are small
6. being able to conquer the world instead of a few nations in global conquest mode
7. good gameplay without gay tactics like engi rush
8.being able to rebuild and win from your opponent after almoost been defeated
9. longer game's 1.30 hr games ore 2 hr games no short 5 min games
10 STRAGETY FOR THE WIN
Ahh well, may as well add in my own two cents...
2: They've already mentioned that they're going to include a new Hell March song. Still waiting to see if they can snag Frank Klepacki, though.
4: I'm kinda hoping that this one returns as well myself... I liked the comments that the Cuban and German taunts said!
7: The engineer rush is more or less one of the staples of C&C. And it's not gay or unstoppable at all if you happen to know how to simply pack up your MCV upon sighting the sucker, no siree.
8: Sounds good on paper, but it tends to cause games to drag on for too long when they could have ended earlier. Just think of the one-sided street fighting that occured in Fallujah and Tirkit in the first two years of the second Iraq war, and you'll see what I mean about pointless combat.
9: I've actually grown accustomed to games that only last about 30-40 minutes or so. In my opinion, RA2 did a good job with the pacing: if one wanted a lengthy turtle match, it could be done, yet at the same time a very fast, rush-based game could be played as well if the players were up to it. Never did the games in RA2 or YR turn into a slog or overly-drawn out match.
Quadhelix
05-25-2008, 09:38 AM
5. bigger maps unlike C&C 3/KW those maps are small I definitely agree with this
7. good gameplay without gay tactics like engi rush What, precisely makes a tactic "gay"? Also, why do you use "gay" as an insult not related to homosexuality? Do you mean that the tactic is "happy and cheerful":rolleyes:?
8.being able to rebuild and win from your opponent after almoost been defeated Problem: the only players able to effectively take advantage of this (i.e., the more skilled player in a match) are the ones least likely to need it.
9. longer game's 1.30 hr games ore 2 hr games no short 5 min games That kills the possibility of casual play.
Derek
05-25-2008, 10:25 AM
I definitely agree with this
Map size his highly dependent on other factors. You could easily make bigger maps for CNC3, but they would suck because by the time you could get an army to the enemies base, he would have completely teched up. So bigger maps just lead to even more tier 3 spam than before. The reason for this (in CNC3) is that buildings build as fast as units. The solution is to make buildings build significantly slower than units, giving units time to cross the map before the enemy can tech/spam refineries/spam factories/spam defences.
Making a good RTS is a complex thing, I'm quite sure that even with all my experience I don't understand most of it. Many of the things I used to think were destroyed by CNC3, which introduced a whole new set of problems with causes I had never before realized were significant factors. Point here being, there are no simple "just make bigger maps". You must balance a whole range of factors, and whether resulting game plays like Age of Empires, Starcraft, or Zero Hour, depends on how these factors are balanced.
What, precisely makes a tactic "gay"? Also, why do you use "gay" as an insult not related to homosexuality? Do you mean that the tactic is "happy and cheerful":rolleyes:?
A tactic is gay when it (unfairly) ****s you up the ass. This is a perfect description of the engineer rush.
Avapodnaught
05-25-2008, 12:36 PM
A tactic is gay when it (unfairly) ****s you up the ass. This is a perfect description of the engineer rush.
And when it works....
I do remember EA saying that they will be making those larger maps, and I hope they won't have the same 'tech' problem that Derek is explaining
Why can you just have smaller tiberium fields farther apart, no large ones or blue tiberium and a pretty small one in your base, WHY, WHY???
or are you just saying you haven't played a map like that?
Teching up is useless, you don't have the money and if you do make it there you can't afford tier 3 units
Expanding and reinforcing is key there... so is a little trick here and there
I tried to make a map like that once, making some reasonable defense outposts on the side with minor tiberium and the largest small tiberium in the middle... you would only get rushed (pretty late by then) if you didn't take the guns or garrisons on the side to reinforce your situation, unfortunately I never did finish making the map and abandoned it.... especially when I was into playing ranked games and improvement (I can't get the mini map to work still)
Quadhelix
05-25-2008, 12:38 PM
Map size his highly dependent on other factors. You could easily make bigger maps for CNC3, but they would suck because by the time you could get an army to the enemies base, he would have completely teched up. So bigger maps just lead to even more tier 3 spam than before. The reason for this (in CNC3) is that buildings build as fast as units. The solution is to make buildings build significantly slower than units, giving units time to cross the map before the enemy can tech/spam refineries/spam factories/spam defences.
Personally, I feel that the small map size in Tiberium Wars gives the game a crowded feeling. If the build time for structures must be increased to keep the game balanced, then so be it. The maps feel far too crowded as it is.
On a related note, does anyone other than me have a problem with the rotational symmetry that seems to have become the norm for multiplayer/skirmish maps in recent C&C games?
A tactic is gay when it (unfairly) ****s you up the ass. This is a perfect description of the engineer rush. Are you saying that all homosexuals are rapists? (http://tvtropes.org/pmwiki/pmwiki.php/Main/UnfortunateImplications)
SgtRicko
05-29-2008, 05:56 AM
Personally, I feel that the small map size in Tiberium Wars gives the game a crowded feeling. If the build time for structures must be increased to keep the game balanced, then so be it. The maps feel far too crowded as it is.
Some maps definately felt crowded, but I believe that it was because of the turbo-charged economy and rapid expansion that maps got that cluttered feeling to them. Then again, I usually tend to play on Black's Big Battle, so that may be the reason I never notice that issue too much...
On a related note, does anyone other than me have a problem with the rotational symmetry that seems to have become the norm for multiplayer/skirmish maps in recent C&C games?
Yeah, I do find the symmetry annoying at times as well. Thing is though, it's pretty much the only way to truly balance out a map evenly without giving a chance for some killer tactic to develop, which still happens even on some of the more bland ones.
Then again, there are cases of an asymmetrical map being truly well balanced, but they're pretty rare in most strategy games and require tons of planning and play-testing to be created properly.
Quadhelix
06-14-2008, 12:28 AM
Yeah, I do find the symmetry annoying at times as well. Thing is though, it's pretty much the only way to truly balance out a map evenly without giving a chance for some killer tactic to develop, which still happens even on some of the more bland ones.
Then again, there are cases of an asymmetrical map being truly well balanced, but they're pretty rare in most strategy games and require tons of planning and play-testing to be created properly.
One potential solution to unbalanced asymmetry would be a Random Map Generator. "Randomly" generated maps would most likely have the sort of game-breaking killer tactics that you mentioned, but if it were impossible to reuse the maps, then the players would have to figure out the "killer tactics" mid-game. If they can do that, they probably deserve to win.
Still that solution is highly impractical and not likely to be used.
Gaucho8788
06-14-2008, 04:38 AM
One potential solution to unbalanced asymmetry would be a Random Map Generator. "Randomly" generated maps would most likely have the sort of game-breaking killer tactics that you mentioned, but if it were impossible to reuse the maps, then the players would have to figure out the "killer tactics" mid-game. If they can do that, they probably deserve to win.
Still that solution is highly impractical and not likely to be used.
Their was a map generator that they introduced into Tiberian Sun/Firestorm. It was a good utility, unfortunately it never went any farther then for Tiberian Sun/Firestorm. Also the maps were reusable as you could save them. The only downside is you had to go back into the map generator to load the map back into the game whenever you closed the game and reopened it.
Delta-4
06-14-2008, 08:30 AM
Their was a map generator that they introduced into Tiberian Sun/Firestorm. It was a good utility, unfortunately it never went any farther then for Tiberian Sun/Firestorm. Also the maps were reusable as you could save them. The only downside is you had to go back into the map generator to load the map back into the game whenever you closed the game and reopened it.
Funny, I think I remember using the RMG in RA2...
SgtRicko
06-14-2008, 09:08 AM
One potential solution to unbalanced asymmetry would be a Random Map Generator. "Randomly" generated maps would most likely have the sort of game-breaking killer tactics that you mentioned, but if it were impossible to reuse the maps, then the players would have to figure out the "killer tactics" mid-game. If they can do that, they probably deserve to win.
Still that solution is highly impractical and not likely to be used.
That might actually work out quite well, provided that there's some kind of fog-of-war present to cover the terrain. It would also mean that the designers could actually randomize the meta-maps that are played upon, thus adding some real longevity to a game's lifespan in that mode.
A good example of what I'm talking about would be Gal Civ II: the only maps in the entire game that were ever constant were the campaign ones, and even then some things were changed around somewhat each time you played a mission, meaning that no game ever really played out the same. All you'd need to do for an RTS would be to tie in the random map generator with the meta map's locations, make sure the game follows some sort of distance/space/resource algorithm so as to make sure no one gets a crappy or underfunded location, and you're good to go!
Spider786
06-14-2008, 09:44 AM
http://www.cncgames.com/redalert3_sovunits/ra3_sov_apoc.jpg
http://i.neoseeker.com/ca/command_conquer_red_alert_2_conceptart_3P5vG_thumb.jpg
Doesn't look like it to me.
i belive thats the soviet hammer tank, e.g the descendent of the ra2 Rhino tank.
Quadhelix
06-14-2008, 10:55 AM
That might actually work out quite well, provided that there's some kind of fog-of-war present to cover the terrain. It would also mean that the designers could actually randomize the meta-maps that are played upon, thus adding some real longevity to a game's lifespan in that mode.
Are you suggesting (semi-)randomly generated campaign maps? Brilliant!
A good example of what I'm talking about would be Gal Civ II: the only maps in the entire game that were ever constant were the campaign ones, and even then some things were changed around somewhat each time you played a mission, meaning that no game ever really played out the same. All you'd need to do for an RTS would be to tie in the random map generator with the meta map's locations, make sure the game follows some sort of distance/space/resource algorithm so as to make sure no one gets a crappy or underfunded location, and you're good to go!
Speaking of Galactic Civilizations, I have been thinking a lot about 4X games recently, and one possibility that struck me as interesting is the potential (not in RA3, but perhaps in an expansion pack or another future C&C game) for players to design their own subfactions in manner similar to the way that players of Galactic Civilizations and later Master of Orion games could design their own race. The players would have a certain number of selection points that they could use to purchase units, support powers, upgrades, and bonuses (such as faster tank production) for their subfaction; they could also get rid of units, etc. and pick penalties (such as slower tank production) in order to gain more selection points.
Also, on the issue of the "distance/space/resource algorithm," would that mean that all players would have access to the same amount of build space, funding, etc. as one another, or would it mean that each disadvantage that a player has with respect to another is balanced out by an advantage (i.e., one player starts out next to a blue Tiberium field, and another starts out next to a green Tiberium field and an EMP Control Center)?
SgtRicko
06-14-2008, 11:16 AM
Speaking of Galactic Civilizations, I have been thinking a lot about 4X games recently, and one possibility that struck me as interesting is the potential (not in RA3, but perhaps in an expansion pack or another future C&C game) for players to design their own subfactions in manner similar to the way that players of Galactic Civilizations and later Master of Orion games could design their own race. The players would have a certain number of selection points that they could use to purchase units, support powers, upgrades, and bonuses (such as faster tank production) for their subfaction; they could also get rid of units, etc. and pick penalties (such as slower tank production) in order to gain more selection points.
Aaah, you and I truly think alike...:D
Also, on the issue of the "distance/space/resource algorithm," would that mean that all players would have access to the same amount of build space, funding, etc. as one another, or would it mean that each disadvantage that a player has with respect to another is balanced out by an advantage (i.e., one player starts out next to a blue Tiberium field, and another starts out next to a green Tiberium field and an EMP Control Center)?
More or less, yes. It could also occasionally throw in a totally asymmetrical and lopsided map every now and then, so as to create a situation where one (i.e., the attacker) player really has to struggle for that particular battlefield. It could be a sort of pre-determined condition that you can tell early on by scanning the area before attacking or just receiving an outright warning that the terrain is extremely disadvantagous from your current angle of attack (but could be subverted by coming in via another route). Believe me, I've got a TON of ideas in my head on how to make a meta map: I just need to organize 'em a bit...:| :p
Statalyzer
06-14-2008, 05:54 PM
Funny, I think I remember using the RMG in RA2...
It was pretty good, although occassionally es the long, twisting, unbroken cliffsides it came up with got pretty ridiculous.
A tactic is gay when it (unfairly) ****s you up the ass. This is a perfect description of the engineer rush.
Not at all. You have a bizarre definition of unfair.
Derek
06-16-2008, 01:15 PM
Not at all. You have a bizarre definition of unfair.
You've never played Avilo. I have.
OneWiseJedi
06-16-2008, 02:31 PM
I have played Avilo as well in both TW and KW. In TW he could micro his Engineer so well it would leave the transport and capture your building without incident/flawlessly. Beyond this he is not a one trick pony or map farmer.
Quadhelix
06-16-2008, 03:50 PM
Having played MechCommander and Master of Orion recently, I wish for a 4X/RTT style meta-game for the campaign. I have placed my mad ramblings (the rough outline) in spoiler tags to avoid wasting space on an idea that barely has enough reality behind it to be called a "pipe dream":
C&C has already seen a level of 4X-style play in the form of the Global Conquest Mode in Kane's Wrath. I would like to elements of 4X gameplay in the campaign: the player must purchase the ability to use certain units, structures, support powers, and upgrades between missions, as opposed to gaining them by default as the campaign progresses. Furthermore, players could send out spies between missions to gather intel on the coming battle; depending on the number of spies, they could do anything from reveal the location of important enemy structures to disable the enemy base for the first few minutes of the mission.
As for the Real Time Tactics elements, it might be an interesting idea to have "Aces," units that are carried over from mission to mission. Each Ace is a standard unit, such as a Rifleman Squad all the way up to a Mammoth Tank, that has several special properties due to their campaign-spanning nature. First, all Aces begin with the stats of their base-unit's Heroic level; thus, "Elite Rifle Team Charlie" is, when first introduced, indistinguishable from a Heroic Rifleman Squad. Second, Aces have somewhere around ten, as opposed to four, levels of experience.
I have played Avilo as well in both TW and KW. In TW he could micro his Engineer so well it would leave the transport and capture your building without incident/flawlessly. Beyond this he is not a one trick pony or map farmer.:dismay:
Sounds like a really talented and skilled player.
Avapodnaught
06-16-2008, 06:00 PM
I also played Avilo...
Guy kicked my ass with his skilled seeker attack... didn't get to see much else of his stuff as I was bunkered in as Steel T and I remember watching a replay of him fighting that idiot Bible... And he did fine there too... not his best approach Orcas against Seekers but man did he pull through and beat Bible's unprepared self
Statalyzer
06-17-2008, 09:37 AM
Sounds like a really talented and skilled player.
No, he's just being unfair.
Derek
06-22-2008, 08:15 PM
No, he is a great player. But he knows how to exploit engineers so well that it is unfair. APC/Engineers are the only reason GDI is balanced in v1.09 CNC3. Its so powerful that it compensates for the entire rest of their underpowered T3 units.
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