Rise of the Reds Update: Arena Mode Explained |
Rise of the Reds Update: Arena Mode Explained |
21 Jun 2014, 21:38
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#1
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Arena maker Group: Tester Posts: 803 Joined: 24 November 2013 From: In front of da screen Member No.: 10203 |
Greetings again! In today's update I'm going to reveal a bit more details about the mechanics of gameplay as well as two renders of exclusive units that will appear in the arenas of this game mode. First of all, as you probably know game modes in C&C Generals do not exactly work as in most other games where they are chosen with a simple setting or dropdown list. In this case we are talking about specially designed and scripted maps that alter quite a few gameplay elements while leaving the core game and mod files unchanged. The most notable change is of course that you do not need to build you production buildings, depending on which faction you choose you'll have them already at your disposal from the very beginning of the game. However, you cannot build new production buildings at all so once your enemy destroys your war factory for example, you lose the ability to produce land units for the rest of the game. And what about economy? On arena maps you can earn cash in 3 different ways. The first and most basic source is a passive income that you get during the entire game and without any limitations. This is of course good but not great at all so you'll need to go out and make a living by... killing! Destroying enemy units will grant you money too, regardless of which faction you are. The third way is the most common supply gathering with a little twist.. There are no supply docks in the base. You will find one large set of supplies usually in the center of the map or other neutral areas that can be easily contested. Be sure to fight for them and take them or your enemy will do so first. Even if your opponents still decide to stay in their base just to prevent you from turning their military hardware into money for your own use, the battle will never stop until one side is completely defeated. Thanks to the continuous waves of AI controlled militia forces you will always hear the sound of tank cannons (or worse) in the outer battlegrounds. In addition to basic militia tanks these waves will sometimes contain special combat units designed for different roles: The Militia Artillery is a small but dangerous weapon to face. It's weak armor is compensated by the fact that it doesn't really need to come close in order to cause destruction. Armed with a long range 155mm cannon, it can lob HE shells over great distances. They do not appear often but when they do be sure to eliminate them quickly, as ignoring them is one of the biggest mistake one can make. When standard barrels are not enough to accomplish objectives, it's time to call in the big guns. The Militia Heavy Tank is a rare but feared sight on the battlefield. Its primary armament are twin 130mm AT guns, designed to punch trough any unlucky armoured target that presents itself. As if this wouldn't be enough, it's also armed with 2 sets of missile pods that act as fire support when the cannons are on reload. Lastly, the machinegun turret on the top is a threat not only to infantry, but airborne targets as well. All of this is packaged in heavy armor and paired with surprisingly good mobility, making the Heavy Tank a serious threat even for well prepared defenses. It also has to be stated that these beasts perform their best when they are supported by additional units with anti air and long range capabilities. And that's not all! Additionally to these new renders I'd also like to present 5 maps that are now complete and will house our stream games tomorrow: Twin Hills (2v2) The very first map on which this game mode was born, it gradually transformed from a simple test map to a detailed and fully functional state. Features a large base area with straight lanes connecting the two sides. A set of two Celebrus turrets guard the base entrance as well as the lanes further outside. A single supply dock is located in the middle. Capturing an oil refinery grants 20% cost reduction, this bonus only stacks with russian mass production and the refineries are not destroyable. Floodway (2v2) (credits go to Xofolez for letting me use his base map) An urban map with medium sized base areas and a lot of buildings to garrison. It contains all the features of TwinHills, including the refineries and the supply dock in the middle. Dividing Mountain (2v2) Hills, forests and mountains form this map's landscape with bases located diagonally in corners. The creep lane splits in two just outside the first base then rejoins again at the other. A supply dock is located in the top right corner while a blockade fortress with flak bunkers form an ideal defense position near the beach. This map also has refineries with the same attributes as the others. Black Forest (2v2) (credits go to Starwaker and Xofolez for letting me use the base map) A map with an unusual layout that differs from every other, on Black Forest one lane goes through the center while 2 other one-way lanes run around the mountains on both sides. The only resistance these lanes face is a single Celebrus turret. While the forces in the middle have to go through each other to reach the turrets, the side has to be defended by the players alone, as the turret without support on it's own is only able to hold the line for a limited time. A lot of small supply crates can be found in middle forest. Additionally, each player starts with a reinforcement pad but these can be destroyed. Harbor (credits to BLCK) An experimental 1v1 version, this map should be familiar to those who have the ROTR map pack. Part of the docks are dry in order to provide additional space for movement. The bases are fortified with flak bunkers against direct air assaults, a supply dock is located in the middle while a single undestroyable refinery on each side provides the same 20% cost reduction just like on the other maps. I hope you enjoyed this extensive and long update, also feel free to check out tomorrow's stream promo video if you haven't already! See you all tomorrow! -------------------- XAttus
-game anyone? The Hunter - Nobody wants to play bombtruck simulator with you |
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21 Jun 2014, 22:12
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#2
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Losing Karma to Vault Boy Group: Tester Posts: 1302 Joined: 7 June 2009 From: Canada/S.Korea Member No.: 34 Some future plan mod for AoE3:Asian Dynasty or FO4 |
Can't wait new stream tomorrow Hopefully not miss it.
-------------------- Let's kick this Russian Tank's ass back to the Bronze Age! Twitch Chart ID: Mr_kim82 Moddb ID: Mr_Kim |
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21 Jun 2014, 22:24
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#3
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Group: Members Posts: 34 Joined: 30 May 2012 From: Netherlands Member No.: 9157 |
Will there be an AI for this gamemode, or will it just be PvP?
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22 Jun 2014, 0:02
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#4
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Group: Members Posts: 381 Joined: 24 March 2013 From: Wyoming, Michigan, USA Member No.: 9872 'Ex'-American Tanker figthing for the ECA |
According to my dated knowledge, Arena is only PvP. Those AI controlled units are AI controlled scripts. Last I knew.
P.S. I can't wait to see a more polished Arena game, can't wait. -------------------- The Devil Brigade Commander/Commander of NATO Forces
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22 Jun 2014, 0:02
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#5
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The Whimsical Story Teller Group: Members Posts: 223 Joined: 18 May 2012 Member No.: 9123 |
This looks amazingly cool. As above, is there PvE or just PvP?
-------------------- "Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat" -Sun Tzu
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22 Jun 2014, 0:14
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#6
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
And now I'm worried that China will be OP because idiotic massed enemy tanks will die in the millions to their massive aoes.
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22 Jun 2014, 0:17
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#7
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Arena maker Group: Tester Posts: 803 Joined: 24 November 2013 From: In front of da screen Member No.: 10203 |
QUOTE Today we'd like to reveal something that is entirely new for most of you. First introduced for 1.802, this multiplayer only competetive game mode took a slightly different approach to how the battles are fought. From the first update... Guys, please read the text first - you might find answers to your questions without having to ask them. -------------------- XAttus
-game anyone? The Hunter - Nobody wants to play bombtruck simulator with you |
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22 Jun 2014, 0:20
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#8
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Any chance we'll get those units purchasable in a recycled-old War Factory model as a Tech Building?
*hint hint* And now I'm worried that China will be OP because idiotic massed enemy tanks will die in the millions to their massive aoes. That was indeed the case in the 1.802 versions but I don't expect that to be the case with the artillery and the other new units added. This post has been edited by DarkyPwnz: 22 Jun 2014, 0:22 |
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22 Jun 2014, 0:27
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#9
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Group: Members Posts: 381 Joined: 24 March 2013 From: Wyoming, Michigan, USA Member No.: 9872 'Ex'-American Tanker figthing for the ECA |
Frank question, but are there going to be air
This post has been edited by Admiral*Alex: 22 Jun 2014, 0:30 -------------------- The Devil Brigade Commander/Commander of NATO Forces
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22 Jun 2014, 1:02
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#10
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
QUOTE That was indeed the case in the 1.802 versions but I don't expect that to be the case with the artillery and the other new units added. Unless they're nerfing into the ground, I doubt it's enough to deal with the inferno cannons. (Which have a huge aoe, and would logically be very good against creeps that have no strategy beyond attack move.) -------------------- |
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22 Jun 2014, 1:13
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#11
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Unless they're nerfing into the ground, I doubt it's enough to deal with the inferno cannons. (Which have a huge aoe, and would logically be very good against creeps that have no strategy beyond attack move.) GLA has Grads, USA has guided Tomahawks very adequate at least in the old version, ECA has those buffed mortars with clusters and the Pandora protocol which can really lock games at least in the old version, and Mstas are being changed to be better against large groups while Inferno is going to require an upgrade so unless your proposal is to remove China from the game I don't see how this minor, completely theoretical (since you haven't played the map yet) balance problem can be solved, if it should be attempted at all. |
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22 Jun 2014, 1:23
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#12
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
A group of infernos has the same blast radius as a Pandora, Grads and Mortars, while large-aoe, don't really come close to it.
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22 Jun 2014, 1:41
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#13
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Comrade Bear Group: Dev. Team Posts: 954 Joined: 3 February 2013 Member No.: 9722 Projects: Deep Impact |
The Nod artillery! Also, I've seen that similar heavy tank design from O:F (never used it though)... Looks pretty cool here as well. Did that come from any real life design or no?
This post has been edited by Karpet: 22 Jun 2014, 1:42 -------------------- Your feeling of helplessness is your best friend, savage.
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22 Jun 2014, 3:34
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#14
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
The Nod artillery! Also, I've seen that similar heavy tank design from O:F (never used it though)... Looks pretty cool here as well. Did that come from any real life design or no? Well, the Nod OP-tillery was based off the M110 Self-Propelled Howitzer. And no, the Militia Heavy tank (How does a militia come up with that thing?) is based on another mod, Generation X's US heavy tank. This post has been edited by Serialkillerwhale: 22 Jun 2014, 3:37 -------------------- |
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22 Jun 2014, 4:05
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#15
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Comrade Bear Group: Dev. Team Posts: 954 Joined: 3 February 2013 Member No.: 9722 Projects: Deep Impact |
Well I know what it's based off of.
In the first game they were really OP v. infantry and structures but they had paper armor. In Tib Sun they were very OP though. -------------------- Your feeling of helplessness is your best friend, savage.
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22 Jun 2014, 8:38
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#16
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Arena maker Group: Tester Posts: 803 Joined: 24 November 2013 From: In front of da screen Member No.: 10203 |
Once again, the model of the HeavyTank belong to SWR, they were just cool enough to let GenX and ZHU use it.... not the other way around. It's originally made by IPS.
-------------------- XAttus
-game anyone? The Hunter - Nobody wants to play bombtruck simulator with you |
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22 Jun 2014, 9:25
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#17
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Once again, the model of the HeavyTank belong to SWR, they were just cool enough to let GenX and ZHU use it.... not the other way around. It's originally made by IPS. Not sure if this is some kind of joke, but IPS originally made the tank for ZHU. GenX and ROTR got it after, and definitely not the other way around. This post has been edited by Zeke: 22 Jun 2014, 9:33 -------------------- |
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22 Jun 2014, 9:37
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#18
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Arena maker Group: Tester Posts: 803 Joined: 24 November 2013 From: In front of da screen Member No.: 10203 |
owell then, I should take some C&C modding history lessons. From what I understand it is now in SWR's hands now since IPS is in SWR and the two other mods are discontinued.
I wasn't meant to joke around or anything.... -.- /moveson -------------------- XAttus
-game anyone? The Hunter - Nobody wants to play bombtruck simulator with you |
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22 Jun 2014, 9:53
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#19
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
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22 Jun 2014, 10:13
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#20
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How come nobody says wizard anymore Group: Moderator Posts: 976 Joined: 7 June 2009 Member No.: 36 Projects: SWR Productions |
It's not like SWR owns the Eisenhower(the original name of the tank) now or something, we just use it, like other mods do as well.
I made the model available to some mods and it will remain this way. And yes I designed it back in the days for ZHU. -------------------- |
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22 Jun 2014, 10:36
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#21
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
That tank is used everywhere anyway. Won't hurt to use it here as well.
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22 Jun 2014, 13:03
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#22
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Group: Members Posts: 2642 Joined: 18 April 2012 From: Southern Brazil. Member No.: 9084 "No. Not even in the face of Armageddon. Never compromise." |
Very cool these Militia units - mainly Heavy Tank - I always liked this model since ZHU well as artillerys from China and GLA that never saw the light of day; IPS should really have a good stock units stored that will certainly serve well in the future for the ROTR's factions.
One question: the Militia has a mini-lore to explain it? -------------------- You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction |
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22 Jun 2014, 13:09
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#23
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Comrade Bear Group: Dev. Team Posts: 954 Joined: 3 February 2013 Member No.: 9722 Projects: Deep Impact |
^ A militia goes crazy and builds a dual barreled, rocket armed tank with a cannon on top
If it does have a mini-lore, I'd like to hear it as well. -------------------- Your feeling of helplessness is your best friend, savage.
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22 Jun 2014, 13:15
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#24
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Group: Members Posts: 2642 Joined: 18 April 2012 From: Southern Brazil. Member No.: 9084 "No. Not even in the face of Armageddon. Never compromise." |
^ A militia goes crazy and builds a dual barreled, rocket armed tank with a cannon on top If it does have a mini-lore, I'd like to hear it as well. It should be easy to write something: most likely a sectarian army - in the mold of current ISIS for example - that unlike the GLA which has units based on scraps, stole relatively new vehicles to form an extremist army that advocates any extremist cause. -------------------- You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction |
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22 Jun 2014, 14:22
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#25
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
Or they are surplus units given out by the United States by anyone willing to pay, just like their navy. Probably left over from some of the crazier experiments and units by the generals (Shockwave's Ironside, Townes, and Alexander comes to mind) that never really got into the actual battlefield.
Or, alternatively, these are training simulations for the Generals of each faction, we are just playing the part of the AI. |
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