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Red Alert 3 Community Summit Page 2 |
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This Page has been viewed 2,497 times The Soviets are a desperate side. They emerged from RA2 defeated, so they headed back in time to remove Einstein and unwittingly created the new menace of the Empire of the Rising Sun. They have advanced a bit technologically, but are still a Peoples' Army. Composed of all sorts of forces from highly trained commandos to glory-seeking Conscripts.
The question was raised if the water was designed before they decided to be heavily Naval, so they could show off the pretty water, but the Naval aspect was planned first and they then made the pretty water.
Soviet build mechanic is a bit different. You click to build a building, but then you click to place it. Then it slowly deducts credits and builds. However it can be destroyed while it is being built, but it can be placed on any ground cover. This is a disadvantage, but Soviets make up for it by being able to build Cranes. They act as they do in C&C3, and can build any structure, so Soviets can build more than one building at a time without having to get multiple Construction Yards. Unlike Allies, Soviets' building increase ground control, so they can build larger, more spread apart bases.
Then the other faction was explained. Read more here.
Matt gave a presentation on the art direction of RA3. They were going for a crisp and visible environment. Like RA2, with well defined lines, clean maps. Rather opposite of a dusty yellow zone in C&C3. The art is going to be colorful; somewhat more so that real life. He showed off a few buildings like a beer garden which is based off of a restaurant in LA.
There are over a dozen different locales, with not much art shared between them. He displayed a few maps to show off several terrain examples.
-Mykanos: a greek island with ruins, older style architecture, sandy, tropical and deserty.
-Geneva: Formal, plenty of pretty flower plantings, banks, gardens, very colorful
-Easter Island: Wooden docks, more uncivilized, dirt, vegetative, rocky cliffs
-North Sea: Can't say about this one, but it's pretty awesome.
-Leningrad: More formal, old buildings, crisp, clean and colorful.
Also, there is going to be rain and lightning and snow as far as weather effects go. There may be more, but they're not dynamic. They are a per-map setting. My opinion of the art is that it looks very like Red Alert 2. It's a clean feel with clearly defined borders of everything. It'll make the maps easy to learn, and besides, they look awesome!
Greg Black took the floor to talk about the UI. His favorite feature by far was the improved (even more!) tooltips. Secondary abilities come color coded. Red stands for Targeted ability, like the Soviet Engineer's Battle Bunker placement. Orange stands for Toggled ability; Conscripts switch between Molotov Cocktails or their regular AK-47. Green stands for Instant ability. Click it for infantry to immediately exit out of an IFV. Amphibious units have blue wavy few lines by their name to denote that.
The minimap is also very improved. Now you can actually see infantry on the map! It is easy to tell where everything is and it is quickly recognizable. The radar does not turn off unless a Spy or ------- gets into the MCV to temporarily disable it. They found in testing that it was too hard to play without radar and didn't want to limit its use. Another random fact is that you can only build one of each superweapon. So that means six superweapons max.
Then Greg talked about the new powers. Ring powers, Generals powers, Special abilities, whatever you wish to call them, they're back! The Red Alert meter increases as the game progresses. It is simply based on time. There are modifiers you can apply to it, basically when you are losing units, your meter will go up more quickly. That's to help make the games more interesting so that the winner won't have a big advantage over the other player.
There are 10 points max that you can acquire, and there are three columns of 5 powers each (that makes 15, but I really shouldn't have to tell you that) to choose from. The powers are all dependent on the one above it. Another cool feature about the special powers is that they have been tweaked so that aircraft/bombs/whatever will arrive on the map at the same time no matter where on the map it is. That way you can plan in advance and hopefully pull off an outrageous maneuver.
Then.. oh boy... there's the Red Alert button. This will become available to push when you are losing badly. Push the button and your base will go into Red Alert mode. You won't be able to construct new buildings, your current buildings will be damaged slowly, meaning you will lose in about 5 minutes. That sounds bad right. Cause it is! Here's the good part. You can build units VERY quickly and cheaply to combat the enemy. So it's that last ditch effort to try to blow the enemy off the map. But you've gotta move quickly or else you lose for sure. It's quite the gamble!
Then, two lucky people were picked to play a match of RA3 against each other. One of them was me. And the loser was Sonic. You really had to ask if I won or not? More details over here!
Then it was time for a tour of EALA. We saw the Battlecast Primetime room where David Silverman and I pretty much hit it off. Also, props to Matt Ott who's behind the filming and some editing of the episodes. We headed up to the fourth floor to where they're making the game. They have about 100 people working on it, and plenty of concept art on the walls! They were practically plastered. We got to see where Apoc works, and I may or may not have planted a hidden camera there. It'll be alright, I put it 6 feet off the ground, so he'll have to stand on a chair to take it off.
We had Quiznos' subs for lunch. It was much more tasty that Subway the last few times. We pretty much ate quickly because we were allowed to play the game, YAY! I spent all this time taking notes for you. Be thankful. I'll release them when I can. We checked out the EA store also, which had all EA PC games for $10, which is a pretty fair deal.
Then, we got to play Red Alert 3! Skirmish; against the AI. The AI was pretty good, but I spent most of the time taking notes for you guys. Aww, how nice.
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