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AR :: September 2012 Battlefield Update
OWA replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
Harriers are really easy to aim, so they won't need it. Kirovs pretty much need to be above their target to hit them, so they're gonna be easy to aim too. The Siege Chopper will be tricky to aim, so that'll probably need the aim helper. -
AR :: September 2012 Battlefield Update
OWA replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
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... -
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.
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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.
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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.
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Let me know if you have any more questions. I'd be happy to answer them.
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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.
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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.
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AR :: August 2012 Battlefield Update
OWA replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
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.- 28 replies
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AR :: August 2012 Battlefield Update
OWA replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
We could do something crazy like when Tanya gets into the Battle Fortress it becomes amphibious as well as granting her an AP weapon.- 28 replies
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AR :: August 2012 Battlefield Update
OWA replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
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. 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.- 28 replies
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AR :: August 2012 Battlefield Update
OWA replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
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.- 28 replies
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AR :: August 2012 Battlefield Update
OWA replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
That's true I guess. Freeware is the proper term for it, I'll get it changed in the next revision. Cheers.- 28 replies
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Yuri's army isn't planned to be honest. Some Yuri units will appear though. We're thinking about implementing the Cosmonaught.
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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.
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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.
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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. 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.
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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.
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If you coordinate with other players through something like Teamspeak, very easy. It will also be useful if clan wars take off.
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Wow, things got busy in here! 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. 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.
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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.
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We don't have a Rocketeer model yet, so the proper code hasn't been implemented either.
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The mechanic isn't in place yet. There is no script that will currently enable a flying vehicle to deploy correctly.
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No shotgunners or minigunners, but the British will get their sniper.
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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.