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BigPoppaBear

Red Alert: Escalation - The New Game from BPB

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Notes from the author:

This is my attempt to refine the game script to three playable sides. At this time, I envisage Escalation to be mission-based. I take onboard advice from Sheepe (CnCnZ.com member), to try and cut down the redundancy of weapons, and to create unique but balanced sides in the Final War. Thanks to all the feedback from CNCNZ members. The following descriptions of the world situation, new teams, units, buildings and weaponry have no basis on real life and should not be taken as a reflection on the world just now. Many of these weapons and units are based on units and characters from Westwood’s Command & Conquer™, Command & Conquer: Red Alert™ and Command & Conquer: Red Alert: Retaliation™ (add-on packs Counter-strike and Aftermath), although I have added many new units of my own . However I do base my ideas for “Red Alert: Escalation” (working title) entirely on the events of the previous titles in the C&C: Red Alert series. This game is not Red Alert 3. This game is how I felt RA2 should have been. All events take place after the Allied invasion of Stalingrad. New units introduced are taken from my previously unrefined game descriptions, C&C: World War 3, and C&C: Rise of the Middle Kingdom. Any relation between units featured here and in C&C: Generals, Starcraft, or any other RTS, are purely co-incidental.

 

The Story

 

After a long and bloody campaign, the Allied Forces have driven the Soviet army back to Stalingrad. However, the Soviets were not prepared to surrender after accomplishing so much. Since the retreat from Berlin, an order was delivered from STAVKA head General Kane to re-route supplies and B-class divisions to the city of Stalingrad, creating Russia’s first fortress-city.

Unsuspecting Allied forces pursuing retreating Soviet divisions were overwhelmed just outside the city. With the spearhead of the attacking force destroyed, Soviet forces were able to fight the Allies back to the Russian border. The European War looked set to begin all over again.

With all hopes of a diplomatic resolution shot out of the sky, the sleeping giant America made plans for intervention. Preparing the largest amphibious landing force the world has seen to launch an assault in eastern Siberia - Operation HAMMER -, the United States also para-drops reinforcements to strengthen European forces in the west – Operation ANVIL. With the reinforcements on their way, America launches its amphibious assault to force the Russians to split divisions from their attack on Europe to defend their east coast.

Around 60 miles from the Siberian coast, the escort ships for HAMMER radioed in mayday calls, claiming multiple torpedo launches in the area. Before CINCPACFLT could issue evasive orders, missiles from over the horizon struck the decks of the escort ships, leaving the amphibious transports unguarded. The entire fleet was wiped out within the hour.

Eighteen hours earlier in China, a military coup had overthrown the Emperor. The leader behind the coup was none other than Mao Zedong. As Chairman of the newly-instated Communist Party of China, Mao’s first order was to prepare troops for mobilisation. Their destination: the uninhabited living space and the natural resources abundant in Siberia. Using Russia’s preoccupation with the European War, Mao had intended to establish a stronghold in Siberia with which to force the Russians to retreat to the west. When intelligence reports showed signs of a massive American naval fleet headed for Siberia, Mao ordered all of the People’s Liberation Army Navy’s submarines and two missile frigates. Nothing could interfere with China’s ambition.

War now spreads from the Atlantic to the Pacific, as three factions compete for global superiority. Submarines and destroyers clash in Pacific as cruisers pound the coastal defences from the Barents Sea. Fighter-bombers engage artillery divisions whilst dodging enemy SAMs. The world is your battlefield…

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The Allies

 

Commanded by General Gunter von Esling, the Allies are a sophisticated European light-fire army with a great deal of American naval and air assistance. What the Allies lack in heavy firepower, they make up for in their expertise in reconnaissance and counter-reconnaissance techniques, and the hi-technology weapons.

 

Construction Options

Production Structures

Notes: Any add-on structure must be placed adjacent to the original structure. If more than one of any production structure (Barracks, War Factory, Naval Yard, Heli-pad) is built, the player is able to simultaneously build the same number of units. When destroyed, buildings will sometimes leave debris or craters, which cannot be built on.

Construction Yard – This is the heart of the Allied base, required for building any other structures. Without the Construction Yard, no structures can be built. The Construction Yard cannot be built, but is created by deploying a Mobile Construction Vehicle (MCV). It can be re-deployed into an MCV at any time, but any current production will be aborted. The credits from aborted production will be refunded.

Power Required = 0 units Prerequisite = None/MCV Cost = N/A

Eco-Power Plant – Almost all buildings require power to run, and this building provides a cheap and clean source of power for the Allies. Wind turbines, solar panels and water are used in combination in order to provide the Allies with a steady 12 units of power.

Power Provided = 12 units Prerequisite = Con Yard Cost = 300

Ore Refinery – This building generates income for purchasing other structures and units. Raw ore and valuable minerals are harvested from the ground and brought to the Refinery by a Harvester (see below). The materials are processed and sold, based on the value of the minerals and ores in the global stock market. Each refinery can hold 2500 credits. Without the Ore Refinery, there is no source of income.

Power Required = 6 units Prerequisite = Eco-Plant Cost = 2000

Ore Silo – This is a structure for storing additional credits. Each Silo can hold 1500 credits.

Power Required = 2 units Prerequisite = Refinery Cost = 250

Barracks – This structure is where the future soldiers of Western Europe are trained. The construction of two or more Barracks enables the simultaneous training of the same number of units.

Power Required = 3 units Prerequisite = Eco-Plant Cost = 300

War Factory – This structure assembles the vehicles used by the Allied Mechanised divisions. As with the Barracks, multiple War Factories enables simultaneous manufacture of multiple vehicles.

Power Required = 5 units Prerequisite = Eco-Plant Cost = 1750

Service Depot – This building will repair vehicles at a fraction of the cost price. It will also reload certain vehicles, such as the Mine Layer.

Power Required = 4 units Prerequisite = War Fact. Cost = 900

Radar Centre – The radar dome shows the Allies areas of shroud that have been removed from their Radar Display, allowing them to view enemy ground unit and surface ship movement. The Radar Centre also controls communications for the Allies. Until it is built: in Single Player, the Allies cannot receive mission objectives from HQ; in Multi-Player, the Allies cannot receive or transmit messages between players. If the Radar Centre is lost, these abilities are also lost. Additionally, the Radar Centre charges, controls and receives the feed from Reconnaissance Satellites.

Power Required = 6 units Prerequisite = Eco-Plant Cost = 1000

Fire-Tracker Radar – This is a small software upgrade for the Radar Centre that reveals the shroud around enemy vehicles that fire upon Allied units or structures, and highlights them on the Radar display. This enables the Allies to react quickly to long-distance artillery barrages and covert, concealed attacks at close range. As software, this requires no extra power to run, but if the Radar is destroyed, it must be re-purchased. While the Fire-Tracker radar is inactive, shroud will not be revealed around enemy units unless an Allied unit is already in close proximity.

Power Required = 0 units Prerequisite = Radar Cent. Cost = 600

Dry Docks – The Dry Docks enable the Allies to produce and repair their naval warships. This structure can only be built on ocean shores. Multiple Dry Docks allows for simultaneous production of warships.

Power Required = 4 units Prerequisite = Eco-Plant Cost = 1000

Development Centre – This building houses the R&D wing of the Allied Army, where new hi-tech units and structures are researched and designed. As a result, the structure requires a significant amount of power to run.

Power Required = 8 units Prerequisite = Radar Cost = 1275

Field Hospital – This structure allows the training of Medics. Infantry can be taken into the building to be healed (they are expelled once fully healed) at no charge.

Power Required = 2 units Prerequisite = Dev. Cent. Cost = 500

Radar Interceptor - An add-on for the Radar Centre. The Interceptor mast enables the Allies to “listen in” on enemy communication transmissions. In Single-player, communication orders from Soviet high command can be picked up on, informing the Allies of what the Soviet mission objectives are, and before the order is given to attack. In Multi-player, any message sent by an enemy player can be picked up.

Power Required = 5 units Prerequisite = Dev. Cent. Cost = 1200

Control Tower – An add-on for the Radar Centre that allows the Allies to call in B-24 and B-29 air-strikes and airborne troops to anywhere on the map. The Radar display is also upgraded to show enemy aerial units.

Power Required = 4 units Prerequisite = Dev. Cent. Cost = 1000

Sonar Station – An add-on for the Dry Docks that uses SOSUS to detect submerged naval units within a 2km radius. Its high level of technology means that in addition to being heavy in their use of power, the equipment is very fragile and very expensive.

Power Required = 7 units Prerequisite = Dev. Cent. Cost = 1000

Heli-pad – This structure is a launch, repair and re-armament pad for Allied attack helicopters. Only one helicopter can land at any time on one Heli-pad, and multiple Heli-pads means that multiple helicopters can be produced simultaneously.

Power Required = 2 units Prerequisite = Radar Cost = 1200

Airfield – The Airfield is essentially a runway and maintenance platform for the Allied Air Force. Fighters cannot be purchased unless there is a free Airfield for them. The Airfield will re-arm aircraft and slowly re-generate damaged planes. Only one aeroplane can land on one Airfield at any time. If an Airfield is destroyed while the plane is in flight, it will search for the next nearest Airfield. If there is no free Airfield, the plane will crash.

Power Required = 2 units Prerequisite = Radar Cost = 1300

The Chronosphere – This structure charges the Allies Superweapon, the Chrono-shift. The Chronosphere is highly demanding in power.

Power Required = 12 units Prerequisite = Dev. Cent. Cost = 2400

Vortex Generator – The Vortex Generator is an add-on for the Chronosphere, used for containing the randomised particles created from shifts in the space-time continual. Once a certain level of these particles have been created, it creates the unstable and destructive Chrono-Vortex, which the Allies have harnessed. This structure charges the Chrono-Vortex.

Power Required = 6 units Prerequisite = Chrono. Cost = 1500

 

Defensive Structures

Link Cable Fence – The Link Cable Fence is a cheap basic passive barrier against light infantry. It can not be fired through, and can only be destroyed by explosive weaponry. However, tracked vehicles can crush fences.

Power Required = 0 units Prerequisite = Con Yard Cost = 50

Concrete Wall – A sturdier, re-enforced passive barrier, that cannot be crushed and can only be destroyed by repeated explosive bombardment.

Power Required = 0 units Prerequisite = Con Yard Cost = 100

Pillbox – The Pillbox is essentially a re-enforced concrete bunker covered with camouflage netting to make it difficult for the enemy to spot. When first built, it is unmanned. Rifle Infantry must garrison the structure, and up to five can be placed inside the bunker. While the Pillbox can cut right through an infantry rush and light vehicles, it is less effective against heavier vehicles, and will not withstand repeated bombardment. Because the Pillbox is crewed, it will not fire at stealth or cloaked units.

Power Required = 0 units Prerequisite = Barracks Cost = 400

Anti-Aircraft Gun – The AA Gun is a defensive structure against aerial attacks. Although the range is fairly short, the high-explosive shells fired from four barrels will seriously damage any attacking aircraft. If there is no power, the AA Guns shut down.

Power Required = 4 units Prerequisite = Radar Cost = 600

Advanced Guard Tower – The Advanced Guard Tower is an automated anti-tank base defence system, which simultaneously fires four heat-seeking missiles at enemy vehicles. As its fire-control system operates using infra-red, cloaked and stealth units will be fired upon. Infantry, however, are too small for the heat-seeking missiles to lock-on to, and go unnoticed. If there is a power shortage, the Advanced Guard Tower will cease to function.

Power Required = 4 units Prerequisite = Dev. Cent. Cost = 1150

Gap Generator – This structure has no offensive weapon. Instead, it emits white noise that obscures the enemy’s radar view, and covers the Allied base in shroud. Enemy units entering the shroud will only be able to see the immediate area around them, and shroud closes up in the areas that the unit does not occupy. The Gap Generator uses a large amount of power, and ceases functioning if there is a power shortage.

Power Required = 8 units Prerequisite = Dev. Cent. Cost = 500

 

Infantry

Notes on Infantry: All infantry can be ran over by any kind of vehicle.Rifle Soldiers – The basic infantry unit, the Rifle Soldier is armed with an M16 Carbine and equipped with a standard issue flak jacket. The Rifle Soldier can run moderately fast, and the Carbine is ideal for taking out infantry, light vehicles and structures. However, they are fairly easy to kill. Rifle Soldiers are the only soldiers able to drive vehicles.

Health = 100 Prerequisite = Barracks Cost = 100

Grenadiers – The Grenadier differs little from the Rifle Soldier, except that he carries a 4-inch fragmentation grenade as a standard weapon, and can run faster as a result of the lighter weapon. The Grenadier also explodes when killed, injuring nearby units. The projectile nature of the grenade gives the Grenadier a greater range than the Rifle Soldier, and the explosive nature allows the Grenadier to blast through enemy passive defences and damage larger vehicles.

Health = 100 Prerequisite = Barracks Cost = 160

Rocket Soldier – The Rocket Soldier is the standard anti-tank unit, armed with a directional LAWS Anti-Tank Rocket Launcher. Slower than his team-mates due to the size of his weapon, the Rocket Soldier compensates with an extensive range and the ability to seriously damage enemy units and structures. They are less able to deal with infantry threats, as infantry are presented as smaller targets and harder to hit. The rockets, being directional, can also not attack aerial units.

Health = 100 Prerequisite = Barracks Cost = 250

Engineer – The Allied Engineer can instantly repair any damaged structure. When sent into an enemy structure, he can capture it. Engineers are unarmed and relatively weak, so must be well-protected.

Health = 75 Prerequisite = Barracks Cost = 500

Medic – Medics are unarmed units that are able to heal Allied infantry to full health while on the move. A Medic cannot heal himself, and due to his lack of armour, he is somewhat weaker than other units. Nevertheless, his lack of equipment enables him to run faster than most infantry.

Health = 75 Prerequisite = Hospital Cost = 500

Mechanic – Like the Medic, the Mechanic is unarmed and has no armour. His useful ability is to fix vehicles for free while on the move, without having to send the unit back to the Service Depot.

Health = 75 Prerequisite = Service Depot Cost = 500

Spy – The Spy is a useful intelligence gathering unit. Although unarmed, the Spy can disguise himself as any enemy infantry unit and infiltrate enemy structures. Infiltrating different structures has a different effect:

Construction Yard: Production is halted for 90 seconds.

Power Plant: Power is cut for 90 seconds

Ore Refinery: The player can view how many credits the opposition has (until the building is sold or destroyed)

Barracks: Player gains ability to build one basic infantry unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team.

War Factory: Player gains ability to build one basic vehicle unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team.

Radar Dome: Shroud is reset.

Technology/Development Centre: Player gains ability to build one advanced infantry/vehicle unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team.

Airfield/Heli-pad: The aircraft on that particular Heli-pad/Airfield is sabotaged, and will crash the next time it takes off.

Superweapon/Bomb Silo: The timer for the weapon is reset.

The Spy is a huge advantage to the Allies, and can only be detected by

Attack Dogs or manual targeting.

Health = 75 Prerequisite = Radar Centre Cost = 600

Thief – The Thief is a special unit that can infiltrate the enemy Ore Refinery or Silos and steals half of the credits in the structure. He is unable to disguise himself like the Spy, but is armed with a silenced 9mm pistol to remove light threats such as dogs and enemy infantry.

Health = 75 Prerequisite = Dev. Centre Cost = 650

Airborne Rangers – Airborne Rangers are a team of paratroopers, taken from the Allied countries’ elite special force units, including Delta Force, the SAS, and GS-9. These units are only available through a reinforcement para-drop, through which six heavily-armoured Airborne Rangers can be placed anywhere on the map. Each Ranger has a high power assault rifle with a barrel-slung grenade launcher for slaughtering both infantry and vehicles, and C4 charges for quick building destruction. Rangers are the only Allied unit with the ability to swim and scale/descend ridges, and are able to plant C4s on the hulls of enemy ships. Rangers are vulnerable to enemy fire while climbing ridges and whilst para-dropping in.

Health = 175 Prerequisite = Control Tower Cost = N/A

Chrono-Warriors - The Chrono-Warrior is the most sophisticated infantry unit the Allies have. Armed with the Chrono-Blaster, the Chrono-Warrior is unable to damage any unit or structure directly. Instead, he has the ability to freeze an enemy unit in time, giving other units the chance to destroy it. If the Chrono-Warrior breaks contact with the enemy unit, it will be able to move freely again. The Chrono-Warrior is moderately armoured to compensate for his lack of speed due to his huge weapon.

Health = 125 Prerequisite = Chronosphere Cost = 1200

 

Land Vehicles

Notes on vehicles: All vehicles require a driver. Drivers can be evacuated at any time by clicking the deploy button (default – D). In the case of transport vehicles with passengers, using the deploy button once will evacuate the passengers. Pressing the deploy button again will evacuate the driver. All vehicles come with a driver on production, but if a driver is killed inside the vehicle or is outside, the vehicle becomes immobile. It can be claimed by any side by directing a Rifle Soldier into the vehicle.Groundhog Bulldozer – The Groundhog is an essential non-combatant unit, used to fill in craters and remove debris around the base. While its shovel is ideal for mowing down infantry with great ease, the Groundhog is not designed for combat and has no armour or weapons. The Groundhog can also be used to fill in trenches.

Health = 200 Prerequisite = War Factory Cost = 500

Hum-Vee – The Hum-Vee is a converted 4x4 with a mounted M60 machine gun. It is light and speedy, and the weapon allows the quick dispatching of infantry and light vehicles. The Hum-Vee will not stand up to a head-to-head fight with any heavy vehicle, but is ideal for supporting an infantry assault on a base.

Health = 225 Prerequisite = War Factory Cost = 400

Armoured Personnel Carrier (APC) – APCs are fast heavily armoured transport units armed with a light M60 machine gun. Each APC is capable of carrying 5 infantry units plus the driver. As a tracked vehicle, the APC can crush sandbags, link fences and barbed wire fences, and can cross terrain more quickly than the Hum-Vee.

Health = 400 Prerequisite = Barracks Cost = 500

Panzer II Light Tank – The Panzer is the basic Allied tank. Weighing in at 10 tons, this is the fastest heavyweight vehicle. While its armour is light, the Panzer is fast and has a quick rate of fire, quickly and efficiently attack enemy armoured vehicles with its 20mm cannon.

Health = 450 Prerequisite = War Factory Cost = 550

Cromwell Medium Tank – The standard main battle tank of the Allies, it is heavier armoured and better equipped than its lightweight support unit. Armed with a 75mm cannon, it is effective against both enemy tank armour and structures.

Health = 600 Prerequisite = War Factory Cost = 800

AT Mine Layer -– The Mine Layer is a tactical unit, armed only with anti-tank mines. It carries five mines and can be reloaded at the Service Depot. The mines themselves are powerful enough to destroy most vehicles and can be placed anywhere on the map. Mine Layers are fast but lightly armoured – they are most vulnerable when laying a mine. Enemy infantry are able to avoid the mines. Friendly units avoid the mines automatically.

Health = 250 Prerequisite = Service Depot Cost = 800

Multiple-Launch Rocket System – The MLRS is the unit of artillery support for any assault. With an impressive range, the MLRS is designed to fire from afar in order to assist the attacking division. The MLRS has six missile slots – four for the M26 tactical rocket, and two for SAM missiles. The MLRS is weakly armoured and relatively slow, but has a fast rate of fire and is able to defend against airborne threats.

Health = 300 Prerequisite = Radar Centre Cost = 1200

Ore Truck – The Ore Truck harvests raw ore, then transports it back to the Refinery. Each Refinery provides its own free Ore Truck, but additional Trucks can be bought from the War Factory. Ore Trucks are slow-moving and unarmed, but are extremely heavily armoured. The Allied Ore Truck gradually heals itself after being attacked. Each Ore Truck collects 700 credits worth of ore, and 1300 worth of valuable minerals.

Health = 800 Prerequisite = Ore Refinery Cost = 1400

Hover Tank – The Hover Tanks are one of the new Allied toys. As amphibious units, they are capable of travelling over water and engaging enemy warships. The tanks have durable armour, and are armed with an effective anti-armour 30mm cannon. Unlike most vehicles, the Hover Tank cannot crush infantry. Its main weakness is its incredibly slow speed, and fairly slow rate of fire.

Health = 400 Prerequisite = Dev. Centre Cost = 1300

Siege Tanks - The best Allied instalment in base defence, the Siege Tank looks like just an ordinary Cromwell Medium Tank until deployed. It digs itself into the ground and changes its weapon to a 6-inch projectile cannon. With its vast range and powerful weaponry, the Siege Tank can easily eliminate columns of incoming enemies. The armour is strong, but it moves extremely slowly with the weight of the second cannon.

Health = 750 Prerequisite = Dev. Centre Cost = 1200

Chrono-Tank – The Chrono-Tank is another hi-tech unit, capable of initiating its own chrono-field and transporting itself to any location. Fragile due to its sensitive equipment, it is compensated by its unique ability to teleport around the map once fully charged. It is armed with twin short-range rocket launchers to heavily damage structures, but will not withstand much damage in a firefight.

Health = 225 Prerequisite = Chronosphere Cost = 1800

Mobile Gap Generator – The Mobile Gap Generator is essentially a converted Hum-Vee with a shroud generator. The shroud generated is much smaller than that of a full size Gap Generator, but is sufficient to conceal a few units so that the enemy can not see what the Allies are sending to attack. It has no weapon and is very easy to destroy.

Health = 175 Prerequisite = Dev. Centre Cost = 600

Mobile Construction Vehicle (MCV) – This vehicle can be deployed to create a Construction Yard. While it may be bought to replace a destroyed or captured Construction Yard, more than one will increase the speed at which buildings are made.

Health = 600 Prerequisite = Service Depot Cost = 2500

 

Warships

Notes: Ships can only be built in the water. Ships do not require a driver.

Landing Ship Tank (LST) – The LST is a naval unit used for transporting five land units (infantry or vehicles) across the sea. It is unarmed, but is the fastest naval unit and is heavily armoured to ensure an intact journey. The LST can only be loaded and unloaded on shore terrain.

Health = 500 Prerequisite = Dry Docks Cost = 700

Riverboat - The Riverboat is a smaller version of a Gunboat, with a single 2-inch cannon. The Riverboat is a unique unit, in that it has the ability to sail up rivers that are inaccessible to other naval units. While this allows the Riverboat to escape its bigger and stronger counterparts, and gives the Allied Navy the opportunity to strike deeper on the mainland, the Riverboat is vulnerable to attacks from enemy land units.

Health = 400 Prerequisite = Dry Docks Cost = 500

Gunboat – The Gunboat is armed a double-turreted 2-inch deck gun for attacking surface ships and nearby land targets. It is the basic fast-attack surface ship, and it is useful for scouting naval routes. Its own hull cannot withstand a great deal of pounding, but its onboard weapons are more than accurate for dealing with enemy surface ships. The Gunboat has no defence against submarines.

Health = 450 Prerequisite = Dry Docks Cost = 650

Destroyer – The Destroyer is a versatile sea-based defence unit. Its advanced fire-control system allows it to shoot at incoming enemy aerial units with its on-deck twin SAM battery, armed with six missiles per battery, more than enough to seriously damage any oncoming squadron. The Destroyer also has the ability to hunt submarines, using its onboard sonar and depth-charge launcher to find and destroy enemy subs. It does lack any counter-measure to surface ships however, and must be protected by other units.

Health = 550 Prerequisite = Radar Centre Cost = 1000

Man’o’War Mine Layer – A unique new weapon in the Allied arsenal, the Man’o’War can plant its five Urchin mines on the seabed to kill enemy ships as they pass overhead. Like the AT Mine Layer, the Man’o’War is otherwise unarmed, and is prone to damage when deploying its mines. It can be reloaded at the Dry Docks. Friendly units avoid the mines automatically.

Health = 250 Prerequisite = Dev. Centre Cost = 850

Cruiser – The Cruiser is the largest ship in the Allied fleet, and provides artillery support for the land forces with its huge twin eight-inch turrets at a long range. It is otherwise unarmed and needs to be escorted by other naval units in order to be protected from enemy warships.

Health = 600 Prerequisite = Dev. Centre Cost = 2000

 

Aircraft

Notes: There are three classes of aircraft – helicopters, fighters and bombers. All helicopters can be fired upon by planes, and cannot hit fighters or bombers. Helicopters can strike at ground units and engage each other. Fighters can target all forms of enemy aircraft, and strike ground units. Bombers are only able to fire on ground targets. Helicopters can land anywhere, and do not need to automatically return to their Heli-pad. Fighters and bombers must fly a round trip.Longbow – The Longbow attack helicopter is armed with Hellfire missiles for destroying enemy armoured targets. Light and fast, the Longbow is ideal as a support unit for naval and ground assaults, and shuffles between shots to avoid enemy SAM fire. Like all helicopters, it is vulnerable to enemy fighter-jet fire with no prospect of return fire.

Health = 450 Prerequisite = Dev. Centre Cost = 900

Dora-3 – The Messerschmitt Bf109D Dora-3 is an agile fast attack fighter jet, armed with two wing-mounted 20mm cannons. Highly manoeuvrable, it is able to penetrate enemy defences to commence strafing runs deep within an enemy base. It is also able to engage oncoming air-planes and helicopters.

Health = 400 Prerequisite = Airfield Cost = 1200

B-24 Liberator – The B-24 is a low flight bomber, capable of delivering a massive payload of conventional explosives around a drop-zone. Slow and robust, it is used for bombing runs and for para-dropping Airborne Rangers. Its low flight path makes it fairly vulnerable to anti-aircraft fire.

Health = 600 Prerequisite = Control Tower Cost = N/A

B-29 Super-Fortress – The B-29 is the American delivery aircraft for the Allies’ superweapon – the Fat Boy nuclear bomb. Streaking through the sky, the Super-Fortress is impervious to any counter-measure offered by enemy anti-aircraft units.

Health = 1200 Prerequisite = Control Tower Cost = N/A

 

Special WeaponsReconnaissance Satellites – Recon-sats allow the Allies to safely reveal shroud without placing units at risks. Launched from the Radar Centre, the satellite’s path is plotted by way-point. It proceeds to follow the path set for it, and reveals the shroud it passes over. Although slow moving, the Recon-sats lie far out with the range of any enemy weapon. However, if the Radar Centre is destroyed, or infiltrated and sabotaged by a Spy, the Recon-sat will crash and have to be re-launched.

Prerequisite = Radar Centre Charge Time = 6 minutes

Chrono-shift - The weapon that created this alternate World War II remains one of the most effective weapons in the Allied arsenal. It has been upgraded and refined since the original model, and is now capable of transporting up to six vehicles or infantry. The units enter the Chronosphere and are then transported to any part of the battlefield. The Chrono-shift no longer kills infantry passengers in vehicles, or returns the transported units back. It is also unable to transport air or naval units, due to the land-based nature of the structure.

Prerequisite = Chronosphere Charge Time = 12 minutes

Para-drop – International special forces undergoing advanced training in America can be called in as reinforcements. Delivered by converted B-24 bombers, six Airborne Rangers can be delivered to any location on the map.

Prerequisite = Control Tower Charge Time = 10 minutes

Airstrike – Once the B-24s are refuelled and rearmed, a squadron of three can be called in to drop a payload of conventional explosives in the vicinity of a signal beacon, causing widespread damage.

Prerequisite = Control Tower Charge Time = 15 minutes

Chrono-Vortex – The Chrono-Vortex is a huge ball of randomised particles capable of incredible disruption in the space-time continuum. Bolts of these particles are randomly expelled, wiping whatever they strike from the current timeline. The Vortex is released from the Generator and it drifts along the battlefield. It cannot be controlled or manually targeted. The Vortex also does not differentiate between friend and foe, and strike at whatever happens to be passing. Due to its high instability, it only lasts for a about 90 seconds before dissipating.

Prerequisite = Vortex Gen. Charge Time = 15 minutes

Nuclear Strike – The supreme Allied offensive weapon of their arsenal – the Fat Boy nuclear bomb. Delivered by the pride of the American Air Force, the B-29 Super-Fortress, the nuclear bomb is capable of taking huge chunks out of enemy bases and destroying all infantry and vehicles in its blast range. Radiation remains after the initial blast, gradually decaying buildings and sapping the strength of units.

Prerequisite = Control Tower Charge Time = 20 minutes

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I like the idea of the Radar Interceptor you thought up. Sounds interesting.

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Cheers luk3us. I'm currently writing the Soviet construction options, but its taking longer to research cos sites with Soviet WW2 tank specs are usually in Russian... slight problem.

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Well there are two solutions to that.

 

1) Learn Russian.

 

2) Use an online translator.

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What's this for? Is it a game or a mod? Either way, it sounds great. Might you want some hosting? *shifty eyes*

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It's a game concept, inspired by WestWood and written by me. I would like to see it as a mod someday, but all the modding/dev. teams are busy working on their own phenomenal mods/games (note: especially the Renegade Alert soldiers). And with my complete lack of knowledge or skill in modding, I will possibly never see it in real-life.

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To use RA2 or YR would be class, since my comp is too **** to run Generals. I don't know if my changes to the gameplay would work in it though. CHeers for offering, if you wanna give it a try, feel free and post the results.

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When I think about it, this would be the sequel to RA1. It makes MUCH more sense and it could very well become a reality. Post around various C&C editing communities to see what they think.

 

I could HELP with it. I do coding and *some* graphical work.

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lol.

 

Removed... Yes its a friggin conspiracy....

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And my role is just wandering around in this forums while I'm waiting for my downloads to be completed :), whoops one is already done :D

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Have no fear Gazdude. Each day, read one line. Then, you'll have finished it before I put up the next bit. Hey?

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Gazdude can't read...... :wink:

 

Well thats soething we have in common then...

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He was talking bout me. I feel so hurt by that comment.. :cry:

 

Anyway getting back on topic when are you adding the rest?

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I've done all the buildings for the Svoiets, and finished the basic infantry. I have four essays due the end of November, so whatever i add will be in dirbs and drabs.

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i can do statistics and such things i know about eavery thing there is to know about Russian tanks and tactics as well Allied tactics. i could also help with Maps and Idea spawning Drop me a P.M. Especialy if this is for RA2/YR . :)

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