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Red Alert 3 Q&A Update - Walls Are in the Game

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APOC has posted some more Red Alert 3 questions and answers on the Official C&C Forums. One of hottest talking points about Command & Conquer 3 was the removal of walls, well walls that you could build anyway. The good news is, Red Alert 3 will have walls.... for now.....

 

Will walls and gates be making a marked return to Command & Conquer in Red Alert 3?

 

The simple answer is yes... and no. Walls will most certainly be making their return from earlier Command & Conquer games in Red Alert 3, but gates will not. We have walls up and running in the game now, actually, and we're working on ways to make them much easier to build. However (there’s always a catch) if we can't get them to a state that we're happy with, we may decide to remove them, just like we did with Command & Conquer 3. But as of now, the plan is to keep them in the game and make them as user-friendly as possible.

Click here to read the rest of the Red Alert 3 questions and answers.

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heh... Keeping the fussy ones quiet I see.... Glad there are no gates though, they're not really a part of Red Alert.

 

A bit of feedback for ya Apoc. Ideally the best user friendly way to have them is like in Tib Sun where you could buy 5 blocks of wall Simultaneously for about $250 ($50 per block).. That way you're not spending too much time messing about building single blocks... Although a 10 block ($500 construction) would probably work better for today's RTS standards. I believe recreating the build method from Tiberian Sun would work best since we have the grid build system back in action.

 

But dependant on what the Harvester / Oil tanker cargo load is per harvest, the price should be adjusted accordingly. But I wouldn't go any higher than $100-$200 per block, so really based on the 5-10 block build, I'd suggest going no higher than $1000 per construction.

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I'm interested in seeing what they're trying to do.. :)

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Walls... lol... Its going to be fun rushing noobs with their fancy walled bases. :P

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meh. They'll remove them.

And if they do the remove them so what. C&C 3's/KW's gameplay already proves that they aren't needed. If you need walls to defend your base then your not coming up with any basic defensive strategy to begin with.

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And if they do the remove them so what. C&C 3's/KW's gameplay already proves that they aren't needed. If you need walls to defend your base then your not coming up with any basic defensive strategy to begin with.

They may not be needed in C&C3, but who's to say they couldn't be implemented in a way that significantly aids the gameplay. I'm not saying I'd be totally fussed if they did remove them in the end, but they're a nice thing to have in regardless. Perhaps they could be optional in skirmish/multiplayer?

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Yeah. Besides, all C&C games (excepting Renegade which wasn't a RTS obviously) had walls excepting TW/KW.

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And if they do the remove them so what. C&C 3's/KW's gameplay already proves that they aren't needed. If you need walls to defend your base then your not coming up with any basic defensive strategy to begin with.

Walls are good for getting in the way, and slowing advances considerably, giving you more time to react. They require some thought to use practically. Calling them n00by is an unfair statement.

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the BEST idea for putting walls in, is to make them build the way they did in Emperor Battle For Dune

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Walls are good for getting in the way, and slowing advances considerably, giving you more time to react. They require some thought to use practically. Calling them n00by is an unfair statement.

Yeah I guess what I said implied that but what I really meant to say was that are many effective ways of defending your base with out the need for walls.

 

the BEST idea for putting walls in, is to make them build the way they did in Emperor Battle For Dune

I can't actually remember how they worked in Emperor. It been years since I played that game.

 

Another question in the never ending debate over walls in C&C, has anyone actually tried any of the mods that enable them in C&C 3?

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in emperor, you would place one wall section which then after enabled you to drag an outline (far as you were allowed to build) of walls that could be placed, or cancelled by right-clicking. after placing the outline the walls build section by section until of course they reach the last section of the outline you placed.also, the wall price for one section was cheap (most likely because the grid system used in emperor included such small grid sections), and building a whole bunch of outlined walls wasn't too costly.

 

this wall-building system with outlines was quick and felt strategic. it was also cool how it built section by section.

 

thats the best i can explain :blah: lol

 

and no Sonic i haven't tried any of the mods because i have TW for Xbox360

Edited by rEdaSbLood

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If I understand you correctly, EBfD walls work the same as BfME2 walls. Good system, yes.

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never played it, couldn't say. and i tried finding a vid of it in action but no luck...too lazy to make an ingame screenshot :)

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Well I could check, but I uninstalled EBfD the day before yesterday :P

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Walls would be a good idea. It is cnc tradition after all, almost every cnc game had them.

And i do agree with having the walls built like they where in Emperor Battle for Dune, the game ran smoothly.

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I like the passive defense that walls give. Something that slows you or diverts you elsewhere.

I have vague memories of Emperor and it's wall building system - in principle - yeah I like it.

Walls are a must to be in game - just not a must to be actually used!!!

 

But the best defense is a good offense... or at least something that shoots back (whether unit or defensive structure).

 

(I never played MP with TibSun, but I liked the concept of a firestorm wall... I would to see that idea revisited at some point. Of course I would be expecting some sort of iron curtain in a Red Alert game.)

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I built walls sometimes because I think it makes the base looked better and more defined...LoL...

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