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  1. Today's update is all about something completely new to Red Alert: A Path Beyond. And that is: objective markers! Objective markers are points of interest or importance that appear overlaid on your screen (including a distance readout) to assist with the objective. Most of the time they are relevant to the player's current character or vehicle class. For example, if your base defenses are damaged, and you are a technician or engineer, it will show a wrench that's color-coded based on how damaged the defense is. See example below: And here is a video showing the above example and 3 more. One that is NOT shown below, but will be in the game, is the sonar pulse (activated by an Allied Spy entering Sub Pen MCT room) revealing submarines to all Allied players using objective markers. Special thanks to @ moonsense715 and @ Romanov for making this feature available to our games.
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  2. Nice, though I would say maybe have the defence repair markers show for Rifles soldiers as well (within a certain distance only maybe), as well if you are chilling in base for whatever reason as a rifle, there is no reason to not grab a tech to repair some defences
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  3. That's actually a good question! At the moment, they're AI controlled, I'd rather not have players have to constantly man defences if I can help it, as it's not the most fun thing in the world. However, I am considering some defences that are unmanned that a player can jump into as well. Those would be smaller affairs, more a gun on a mounting than a full position like these. Having a few positions where the defences can be bolstered if needs be is a fun idea. (They could even be purchasable and deployable/undeployable... Plenty of ideas for things that could be done, but ATM I'm trying to keep it simple with an anti-infantry, an anti-vehicle and an anti-air defence for each side.) As an addendum, I've got ideas for larger defences, for larger, higher tech bases (stuff like artillery guns, full sized SAM defences, CIWS type things...)
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