• Register

Lead Developer of Red Alert: A Path Beyond

Comment History
Pushwall
Pushwall - - 11 comments @ Soviet MiG 29

Probably just because of how large the airfield is. This MiG-29 is very close to the dimensions of the real one (for example, being 17 and a half metres long), with maybe a 1-3% margin of error. The Yak got downsized to be more in line with its real-life counterpart a while back so it's reasonable for this to be as well - and it is still a fair bit larger than the Yak.

Bear in mind that the airfield needs this much room to allow plenty of leeway for taxiing planes to pass each other with minimal risk of lagging into one another and either wasting time or one getting pushed off the runway to their death.

Good karma+4 votes
Pushwall
Pushwall - - 11 comments @ Red Alert: A Path Beyond

No it's not the only map. Camos Canyon, Metro, River Raid, Wasteland and Guard Duty all have bot support (though they are buggy on Guard Duty). When ingame, press F8 to open the console and use the botcount command. I recommend 20-30 bots.

Good karma+4 votes
Pushwall
Pushwall - - 11 comments @ Red Alert: A Path Beyond

The binocs logic is fairly flawed, it just doesn't matter that much right now because they're currently resigned only to creating a radar marker which you can then remake almost immediately if you do it wrong, and not using a limited-use power. If you're not on completely open ground and not aiming at completely open ground, the radar marker "launched" by the binocs has a tendency to slam into the nearest piece of cover instead of the distant point you're aiming at. That would be pretty terrible for parabombs and such.

Good karma+2 votes
Pushwall
Pushwall - - 11 comments @ Red Alert: A Path Beyond

The problem with allowing players to fly around as a "cursor" for a superweapon is that it allows them to freely scout out the entire map and enemy positions both without retaliation and without the enemy knowing. So that's an option I'd like to avoid; they would almost certainly be marked by flares like the a-bomb.

Having RA-esque building destroyer chronotanks would not be very well balanced. Allies already have a fairly easy time of decimating Soviet buildings if they can muster up a phase tank rush and the Soviets have lost their defenses and don't have enough manpower at home, particularly Tesla Tanks which can actually detect phases on radar. Imagine how much easier that'd be with a unit that can't be damaged or detected while in transit, moves faster than a phase while in transit (and that's just with the Lunar slow-warp - imagine if they could instantly teleport across the map!), and is more durable than a phase. Right now their damage to buildings is only as much as a ranger, so a CT rush could be a threat to bases if left alone, but it wouldn't be as reliable as something else like phase or light tanks that can get the job done much faster and have an easier time of crushing or sniping any engineers that pop out of the woodwork.

As for dogs, even on the lowest tech levels Soviets have access to flamethrowers, starshinas, kapitans and grenadiers. All of their "advanced" infantry are anti-tank. We could move flamers up to make room for T1 dogs - they'd definitely be just as good of a counter to the ever-annoying medic - but then that's another unit of incredibly niche purpose that other units can do comparably well while also doing other things, and I think the sniper alone is ramming the quota on those. It'd make no sense for it to be able to damage enemy buildings for instance. In any case, the only dog model we have hanging around is the AR team's, and even if I had permission I'd rather not use theirs until the game has a public release.

Good karma+2 votes
Pushwall
Pushwall - - 11 comments @ Red Alert: A Path Beyond

Advanced Power Plant existed in the past, but it was removed because it was just a power plant that took up more space - and with bases gaining some additional prop cover and more buildings such as extra service depots and potential future buildings like the very chronosphere/iron curtain you mentioned, the regular power plant takes up enough room as it is.

Chrono Tank isn't far off from being done, I'm just hoping for some better warping mechanics (the warping on the Lunar map isn't very faithful to the original) and a more complete texture. It's planned to be a pure tank destroyer that performs poorly against buildings/infantry, so that already sets it reasonably apart from the Phase Tank which needs to take extreme care against vehicles but decimates buildings and infantry in optimal circumstances.

Camo pillbox, well, you know exactly where it's going to be after the first time you deal with it because it's not even remotely as heavily masked as a gap generator, so what's the point? It works in the RTS because you can choose where to build it.

Chronosphere has a model but the Iron Curtain doesn't (only a destroyed prop version). It wouldn't be fair for us to add one team's superweapon to the game without the other. So until the Iron Curtain has a model, the Chronosphere will continue to be a mere prop - you may have seen it sitting around on a few maps.

Helicarrier - no model - and it would be boring for whoever's playing as one. At least in a mobile gap generator you can crush people and you have to watch your positioning at all times, a helicarrier would just sit still out of enemy reach watching all the action and not taking any part in it. This is part of why we made it so you can deploy the MRJ and leave it to go do more interesting things with your infantry, but if you're in the middle of the ocean in a helicarrier, where would your infantry go when you "deploy"?

Tech centres: none of the current maps have room to spare to add these. And they'd be another structure of dubious purpose (it would probably just increase your tech level by 1 or something?) and I really want to dial back the number of structures that don't directly produce units/powers/income, not add more.

I kinda want Sonar Pulse to be a thing but currently rendering issues make it easy enough to spot submarines as it is. Parabombs are just a nuke that doesn't oneshot buildings and has no Allied equivalent, and being attached to the same building as paratroopers, wouldn't Soviets just have way too many powers compared to the Allies? Paratroopers may be plausible with the new bot logic, or even as a way for player infantry to "teleport" to the front lines, but if it's the latter I'd make that something both teams can do.

Attack Dogs (and by extension, kennels) would be of dubious use in the current game. Spies are easy enough for normal players to detect and nowhere near powerful enough to demand a hard counter, and half of the Soviet infantry are already specced towards CQC.

MiG and Cruiser are things that may get implemented if we ever have models for them. And right now, we don't.

Those co-op mission maps didn't even manage to be fun for very long because it didn't take long before everyone got used to the map and then every single "match" on a particular map would always play out in exactly the same way because you're playing against a predictable AI instead of other players that have more than 1 strategy. Which is probably why the people who made those maps had to make a new one every couple of weeks and retire some of the older ones - to keep them fresh. Simply put, it's not worth the effort.

Good karma+3 votes
Pushwall
Pushwall - - 11 comments @ Tiberian Sun: Reborn

Indeed - these "smart bots" are already fairly well developed (though there is still much to be done). APB's ninja-spawn bots are a thing of the past, and these things now take their place (though you have to manually enable them by pressing F8 and typing "botcount 40" without the quotes, any number works but 40 is a good sweet spot). I'm sure it wouldn't be much trouble for the TSR dev team to implement them as well.

Good karma+4 votes
Pushwall
Pushwall - - 11 comments @ Clan & Unit Ranks

Then nothing.

W3dhub.com

Right now the highest kill count for Soviet ore trucks is 4, compared to 2 for Allied, Soviet ore trucks would have a lot more kills if you could abuse mines like that.

Good karma+1 vote
Pushwall
Pushwall - - 11 comments @ APB 3.0.4.0 Changelog

Just like how nobody used them before? They have a different role now, one that was previously only filled by the 1500-credit Volkov.

Good karma+1 vote
Pushwall
Pushwall - - 11 comments @ APB Dev. Blog :: December 29th, 2015

Not to mention that, since you wouldn't get an accuracy boost out of it, having a big bulky gun covering the middle of your screen instead of a crosshair or a sniper scope would actually make it HARDER to hit things.

Good karma+2 votes
Pushwall
Pushwall - - 11 comments @ APB Dev. Blog :: December 29th, 2015

There will be a map with bots.

Good karma+2 votes
Pushwall
Pushwall - - 11 comments @ APB Dev. Blog :: December 29th, 2015

It's not practical in this engine though. The only way I could think to implement that would be to use the engine's scoping logic, which would not make it a useful feature at all because:
- You cannot have a "scope" and a secondary fire mode at the same time. So a lot of weapons would lose their secondary abilities.
- "Scoping" does NOT affect your accuracy and it slows your character to a crawl, the only helpful thing it does is let you zoom in, which is only worth the movement tradeoff if nobody is shooting you and the zoom multiplier is larger than what would look good for "aiming down sights".

Good karma+2 votes