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OWA

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Posts posted by OWA

  1. Currently the V3 aim helper is viewable by everyone. We'll look into getting it client-side only though. :)

     

    If we were to use the original RA2 icons (like we are doing at the moment whilst our PT icons are being made) it's look terrible because the icons would need to scale up to a size that they weren't meant to go, resulting in heavy pixellation. We could possibly try and recreate them in the same style though...

  2. How will the applications for testers be put out, I missed the last round as I was gone and far from a PC. And wish to be around for this round, as to be prepare.

    Yes, same here. I check this site all the time so as not to miss it, but It would be nice to have a sketchy idea of when I'll be needed. :)

    We'll put out a news post that we are hiring with all of the details and such.

     

    Usually what happens is that people PM, Me, Chronojam and Wallywood their applications and we discuss them in a big team chat and decide which people we want to hire and which people we don't need/want at the time. Application time will be soon. Keep checking the updates as they are posted. :)

  3. Still, I think the method sounds good and could potentially be very balanced. I look forward to seeing it. :)

     

    Here's another question my cousin posed:

    Will the Ore/Gems actually diminish over the course of the game given enough over-mining?

    Also, what measures will you use to keep people from spamming too many bots by way of paradrops?

     

    One that I wanted to know is:

    Will the rocketeer have a lower flight ceiling than the Harrier / Kirov / Nighthawk?

    And finally, are you planning on adding the Iron Curtain AND Chronosphere in some form or another (in addition to the Nuke and Weather Control Device)?

    We won't be able to get ore and gems to diminish over time without some wacky code. It's safe to say that it's not planned currently, but if it's possible in the future we could definitely implement it.

     

    Paradrops will be on a timer like in RA2. We haven't worked out a lot of the actual mechanics and limitations just yet, so we'll be developing that as we go.

     

    The Rocketeer won't have a lower flight ceiling, but this won't be an issue because Flak weapons are really good at taking down air units. They are kind of like long range shotguns that only work on air units.

     

    All the super weapons will eventually make it into the game. It's just a case of time. xD

  4. Well, the Chrono Legionarre couldn't move at all in RA2 without Chronoshifting. And the farther he chronoshifted, the longer it took him to phase in. And while he was phasing in, he was super vulnerable because he couldn't move or attack until he phased in completely, but he could be attacked. As opposed to using a chronosphere, where any shifted units would be immediately available for use. I was wondering if you're taking these factors into account, especially the vulnerability issue.

    We're allowing the CLeg to walk in AR, since it would be completely silly if he didn't. As for shifting back in, the unit needs extensive testing before we decide on a lot of these factors. We like to get a unit in game and test basic functionality before we make our final decisions on exactly how it should act.

  5. So it would be like when you used the chronosphere in ra, where the bubble was around units, and they will be able to be hit? Will it show the chronoshift animation as you are placing your marker?

    Yes and yes. while you are choosing where to chronoshift to, your character will be vulnerable to attack. This is to stop the CLeg from becoming overpowered.

  6. Here's a question you may have already answered, but as much as I would love to spend the next two hours combing through ever post looking for it... *cough* any way, My cousin was wondering if there are plans to make the Chrono Legionarre capable of actually teleporting across the battlefield? I told him not to get his hopes up, but you guys have done some pretty awesome coding with this, so I know I wouldn't be surprised. :)

    We'll probably be using the same logic as APB's Chrono Tank. You push Q (or similar key) to leave your body and designate a target using a flying marker. Once you move the marker to where you want to shift to, you push Q again and you Chronoshift there. Be warned though, whilst you are in control of the flying marker, your character is vulnerable. The marker is aslo timed too, so you can't Chronoshift too far from your starting point.

  7. Perhaps Tanya's Battle Fortress/IFV weapon should essentially be an AT version of her AP pistols that kill like crazy. This would give more incentive to protect her with SEALs for AP purposes in the Battle Fortress and GGIs (whose rocket would have a faster rate of fire but lower damage, and be able to kill air units) for AT purposes. This would essentially make the Battle Fortress a death machine like in the original game, and would be a major target for the Soviets. Then we could allow only 1 Battle Fortress on the battlefield at once for balance purposes. Just an idea.

     

    Just remember that the Battle Fortress is fairly useless unless it is fully garrisoned.

     

    So if the entire team buys Battle Fortresses it would be impressive, but not very good in terms of winning the game.

  8. Can i ask, will there be possibility to change the class from dolphin to standard infantry?

     

    Good question! We'll probably incorporate some extra scripting into the sell zone, so that when you're done, you can sell your Dolphin and reappear as a G.I.

     

    Is that same principle going to apply to the Giant Squid?

     

    Yup. Although one could make the argument that there should be a guy controlling the squid since it's been brainwashed. We'll have to see.

     

    Interesting update guys! Looks good.

     

    One thing about the battle fortress: could you change some of the weapons offered? A lot of the mods for the game do that, and I think that it is a good idea as I don't think it is fair for Tanya to just get a better version of the SEAL's weapon. Maybe an anti-vehicle/infantry laser that is useless against structures?

     

    We could change some of the weapons offered for sure. Not too keen on the laser idea since Tanya doesn't wield one. Something else could certainly be theorycrafted up though.

  9. renegade supports no 3 sides on maps

    so I had enquired a little with finalwars productions like they with theirs mod "battle for dune" three sides playable make

    it becomes alternate on maps thus his =

     

    atreides vs ordos

    ordos vs harkonnen

    harkonnen vs atreides

     

    now my question, would be possible such a thing? like this =

    allies vs sovjets

    sovjets vs yuri

    yuri vs allies

     

    and if it was possible... you would implement it... maybe in a far away future? (apart from balancing with yuri)

     

    and another question

    do you make again a moon map like in apb? with laser shooting cosmonaut? :D

    Yuri's army isn't planned to be honest. Some Yuri units will appear though.

     

    We're thinking about implementing the Cosmonaught.

  10. Since I don't have time to read all 14 pages, I'm just going to ask some questions here and now:

     

    1. Will the Superweapons bring the pain like in Red Alert 2, or just do some decent damage like in APB?

    2. Will the Chronoshift mechanics be able to be implemented in APB?

    3. How will the GI/GGI deploy mechanic work?

    4. Are the battle labs going to appear?

    5. Do you intend on making a campaign? If so, do you have sufficient voice actors?

    1. Superweapons are going to bring the pain, but the enemy will know about them as they are charging up, giving them plenty of time to reset the count.

    2. They are already implemented in APB. Try making a map with a Chrono Tank on it.

    3. Push Q to deploy, spawn sandbags and get your heavy weapon. Push Q to undeploy, pack up sandbags and get your light weapon back. Simples!

    4. Eventually yes.

    5. We're planning on making a tutorial/campaign hybrid that allows players to be taught the game by completing a series of missions. We have a few voice actors (including myself) who will be doing the voices. But we may look for more talent if we need more voices. :p

  11. The harrier you mean? Currently due to engine limitations we have to set all of our aircraft up as VTOL helicopter units; we can't stop them from going backwards n any way shape or form this way. Work is being done on some better flight physics which we will change to when the time comes.

    Real harriers ARE able to go backwards, I've seen videos of it while I was rigging it so that shouldn't be an issue :/

    They can go backwards, just not very fast.

  12. I was not saying to take them out I was thinking more on the line of damage. If it would take 5 to take down a building what good would 1 be other then damaging a vehicle. You would have to make the blast area a whole lot bigger than C4(Tanya) does.to be effect against infantry. Because to be true to the game he would have to have just a little health and very little or no armor. Because he is not a soldier. That why I said to make repairs cost. If clans were to get on Team Speak the only way that would work is if each side could only use a different channel or all members of the clan get put on one team or the other. and that would be to hard to set up The object of the game is to win even against your clan mates. If you look at the stats most clan members have a high kill ratio against their clan.

    Oh, I thought you guys were suggesting that we take Terrorists out. Rest assured, we'll make them decent enough. High risk, high reward. Making repairs cost is a bad idea and is probably impossible to configure for one individual unit.

     

    Oh yeah, I saw the taco racing video on the moddb page, maybe we can actually have a race between the GIs and conscripts to reach the end and destroy the enemy flag. If you get killed then you will respawn after 5 seconds.

     

    Maybe a aircraft only or vehicles only level where if you are a soldier and goes far enough away from the base then you automatically die, but there will be a free basic vehicle like a humvee like thing that just spawns at your base.

     

    Now for the questions.

    If you go in the water, will you instantly lose health like you do in APB or will you have 5 seconds to get out or you will start losing health.

    How can you chronoshift with a chronological commando.

    If you sue the iron curtain on a vehicle and then get out, will the vehicle still be iron curtained when you get back in?

    Can you make the barrier more like a VTOL plane rather than a helicopter, the ones in the videos for some reason can go backwards.

    We're going to steer away from inf only maps if we can help it. We only have one at the moment.

     

    I currently have an idea that I'm going to pitch to the team soon that will stop people from walking to the enemy base when the War Factory is destroyed, but more on that another time.

     

    You will lose health unless you are a SEAL or Tanya, since they can swim.

    We haven't gotten that far yet.

    Yeah it should be, since it affects the vehicle and not the character.

    The harrier you mean? Currently due to engine limitations we have to set all of our aircraft up as VTOL helicopter units; we can't stop them from going backwards in any way shape or form this way. Work is being done on some better flight physics which we will change to when the time comes.

  13. but getting 5 people to do that is the thing, and then you are going to have five people wilth one shot and no way to defend theirself. One or two get killed then you don't have enough to do the job. Now the only way I see that as viable is if it costs to make the repairs. Besides tht how many people use TS in game. I''ll bet that half of the players have no idea that there is a team speak channel.

    Perhaps this is the case, but I was thinking more about clanwar tactics, seeing as you usually get entire teams jumping on teamspeak just so they can coordinate properly. Also it would be against our mission statement to take out terrorists, since we are aiming for a true-to-RA2 game. Taking out Cuba and Terrorists wouldn't be realistic to RA2.

  14. What's the chance of 5 terrorists going into a flak track and all going directly into the enemy base? I played APB for like 2 months and no one ever used a APC to rush base defences.

    If you coordinate with other players through something like Teamspeak, very easy. It will also be useful if clan wars take off.

  15. Wow, things got busy in here!

     

    If it's the 2 player destroyer thing, why would happen if the osprey is shot down?

    Will there be an Iron Curtain?

    Do you have to place superweapon beacons?

    How will chronoshifting work?

    Will boris' AKM damage buildings at all?

    Will boris have the laser flare?

     

    Suggestions: don't make terriorsts, they are worthless.

    1. If we go with the two player Destroyer situation; when the Osprey is shot down, the player piloting it would die and the Osprey would be re-spawned on the destroyer after a time limit.

     

    2. The Iron Curtain will be in the game.

     

    3. No, we're getting rid of Superweapon beacons because we want to make AR unique from the rest of the C&C FPS games. Also, it is my belief that beacons are flawed. The current idea that I have involves buying the superweapon for a lot of money, then waiting for it to charge up before firing it. That way the enemy team have time to counter-act with engineers to stop the launch. After the weapon is fired, there will be a cooldown before it can charge again. This is not final at the moment; it's only an idea that I'm thinking about.

     

    4. We haven't decided how Chronoshifting will work yet, but it's quite easy to teleport units. One idea is to have a group of tanks line up outside the Chronosphere, before designating a target. After the target has been designated, the vehicles will drive into the Chronosphere and appear where the target was designated.

     

    5. Yes.

     

    6. Yes.

     

    7. I remember Terrorists being deadly, especially when 5 of them are put in a Flak Track. They are essentially cheap, slow Demo trucks, but they will also carry a pistol and maybe a knife.

     

    Can you people make it able to destroy trees

     

    oh and 1 more question :

     

    will there be a time limit in maps just like in renegade ? or will it be just like APB with only 30 min -_-

    1. We could make it so that people can destroy trees, but it would be quite a lot of extra work. We may think about it in the future when we have the game released.

     

    2. Time limits are up to the server owners to decide.

  16. will a ore purifer and that soviet structure that makes everything cheap (cant remember what it was called) be included in this game

     

    edit: and will there ever be a cloning vats and how would it work?

    Yes to the Ore Purifier and yes to the Industrial Plant!

     

    We've toyed with the idea of using bots, but no real ideas have been set in stone yet.

  17. Well, Renegade is cartoony. Some of the textures are just lazy and conflict with other, cartoony but more detailed textures like the texture on the Harrier. It's very noticeable in the screenshot with the Harriers on the Airforce Command Headquarters.

    The Allied & Soviet building textures are by no means final. They were just slapped on to stop people from getting lost. Both Barracks and the Allied Power Plant are final, but the rest is subject to heavy change.

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