Author Topic: I've got a Golden Ticket! (RA3 Summit Stuff)  (Read 11038 times)
* smurfbizkit
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« on: 06/27/08 at 03:08 pm »

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After a second glance, what I thought when I was typing it would've been funny...turned out just be be sarcastic ranting. It does neither myself, nor MEC2 any good to have that sort of negativity associated with us.

Overall the Summit was an insightful glance into RA3's development, a great opportunity to meet other C&C community members and a once-in-a-lifetime chance to play RA3 before anyone else.

My overall opinion on the game (without going into detailed info, due to NDA) is that; yes it is a step or two above C&C3...however don't go looking for it to be the next great big RTS revolution.
« Last Edit: 07/11/08 at 02:52 pm by smurfbizkit » Logged

* Ome_Vince
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« Reply #1 on: 06/27/08 at 04:10 pm »

hehe, nice pose! well, sorta Tongue it was a fun read, and I'm sure more than 5 ppl will read it lol
Throughout the post though it seems as though you're frustrated/annoyed with something, and that while going to EALA's summit is a nice couple days off no?
and you get to play cool games, meet some online acquintances, see the EA staff, be freekin in LA! etc.

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* Bhones
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« Reply #2 on: 06/27/08 at 04:18 pm »

How fun! Next time, Smurf, call me. I live in the L.A. area. It'd be nice to meet the person behind the ire.  Tongue
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* smurfbizkit
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« Reply #3 on: 06/27/08 at 04:42 pm »

hehe, nice pose! well, sorta Tongue it was a fun read, and I'm sure more than 5 ppl will read it lol
Throughout the post though it seems as though you're frustrated/annoyed with something, and that while going to EALA's summit is a nice couple days off no?
and you get to play cool games, meet some online acquintances, see the EA staff, be freekin in LA! etc.



Actually, the frustration is probably just my current severe lack of sleep, multiplied by caffine and painkillers. Tongue

Updated the topic with links to the DS article on RA3 modding (much more serious).

Note to the isotx overlords...I'll be including a link to this, and the DS one in the upcoming MEC2 news post...likely in the next couple days.
« Last Edit: 06/27/08 at 04:47 pm by smurfbizkit » Logged

* BinAly
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« Reply #4 on: 06/27/08 at 11:59 pm »

Well guys, I decided to stop lurking around and actually comment here.

I can just imagine how fun it was to go to that summit. Also, I don't like the fact that you guys must still wait about three weeks to reveal the real information for us.  Cry

Anyway, I agree that you really seem to be frustrated while writing, and the last part of the text disappointed me, since I trust your opinion and I was hoping for R.A. 3 to be way more than what it seems to actually be.

I make from your words, my words:

Quote
I’ll still get RA3, and play the hell out of it; right up until Starcraft 2 is released.
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* RedOctober
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« Reply #5 on: 06/28/08 at 11:06 am »

End of june/early july!

AWOOGA!


« Last Edit: 06/28/08 at 11:55 am by smurfbizkit » Logged

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* smurfbizkit
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« Reply #6 on: 06/28/08 at 11:56 am »

Don't make me abuse my powers Red. Tongue
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* Saladin
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« Reply #7 on: 06/29/08 at 07:49 am »

Don't make me abuse my powers Red. Tongue
On the battlcast video you said that MEC2 will be released end of this month or in the begining of july.
So when will it be out this month or next?
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* smurfbizkit
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« Reply #8 on: 06/29/08 at 09:47 am »

You should keep in mind that MEC2 has been about "a month from release" for the past 6 months. Tongue It is hard to gauge how much time it'll take to do certain things, let alone factor in all the numerous hiccups that happen in an all-volunteer project such as this.

We are fairly confident we can hit a July release...only worry is if we'll somehow bump into the RA3 beta.
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* BinAly
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« Reply #9 on: 06/30/08 at 01:01 am »

We are fairly confident we can hit a July release...only worry is if we'll somehow bump into the RA3 beta.

Certainly you guys should try to launch it before the Beta. If it is not possible, take a lot of time to polish the Mod as much as possible, and wait until Red Alert 3 starts to lose momentum (it certainly will, coming from E.A.).

I would like to play MEC2 as soon as possible, but I know that a release right after the R.A. 3 Beta will not have a big impact.
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* quikstrike7521
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« Reply #10 on: 06/30/08 at 02:30 am »

We are fairly confident we can hit a July release...only worry is if we'll somehow bump into the RA3 beta.

Certainly you guys should try to launch it before the Beta. If it is not possible, take a lot of time to polish the Mod as much as possible, and wait until Red Alert 3 starts to lose momentum (it certainly will, coming from E.A.).

I would like to play MEC2 as soon as possible, but I know that a release right after the R.A. 3 Beta will not have a big impact.

i dont think there is much to worry about..since when does EA release something on time or when they say it should be out? great write up too btw
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* abra
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« Reply #11 on: 06/30/08 at 02:56 am »

You should keep in mind that MEC2 has been about "a month from release" for the past 6 months. Tongue It is hard to gauge how much time it'll take to do certain things, let alone factor in all the numerous hiccups that happen in an all-volunteer project such as this.

We are fairly confident we can hit a July release...

Man! I know EXACTLY what you you mean. Smiley
The same thing happens to me with A Global Crisis. Wink
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* zed
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« Reply #12 on: 06/30/08 at 07:46 am »

Overall Opinion

This is where I get to pretend my opinion matters. The event overall was great, one of those “once in a lifetime” moments (minus the whole being force-shrunk onto a TV, that wasn’t cool). Before I get into my opinion on the game itself I should point out some things (this is where I get belligerent);

I stated earlier that Zero Hour was the last C&C that I truly claimed to be a fan of. C&C3 had me optimistic at first, but after two weeks of playing it…and trying to somehow rationalize poor design choices they made, I gave up. Kane’s Wrath only lasted 5 hours before I uninstalled it. Thus, without saying…my expectations for RA3 were pretty low to start with.

We were lucky enough to be able to play RA3 for a good deal of time, listen to presentations of it, and even participate in a small tournament. Now without being able to back this up with any evidence (embargo! Boo!)…I can say that my opinion as of right now is that;

RA3 is marginally better than C&C3, and remains nowhere near as classic as RA2 (or even Generals) was.

In fact, the first thing I did after I came home (and sleep 15 hours) was write a 10 page critique, and mail it to Apoc. Don’t get me wrong…I’ll still get RA3, and play the hell out of it; right up until Starcraft 2 is released.

I'm really curious as of why RA3 is "Nowhere near as classic as RA2 or even Generals", seeing that it seems to be a pretty balanced mix of the two aforementioned games strengths (RA2: Music, units, atmosphere, level design/Generals: Diverse sides, balanced eco, power system), plus even some aspects of their last game (TW) got tweaked (Mini map, music, scenario diversity, gfx (Naturally), details, gameplay). I really loved RA2 (While Generals was a decent game for skirmish with a handful of good ideas, but not a CnC title), and I don't know what could be in the way of it's improvement through the "2 active abilities per unit" mentality plus water building and co-op-campaign. Furthermore, the profiles reek of care and the water gfx is impressive. I mean the game has Kirovs and prism tech (Now dubbed Spectrum) and lovely scenarios! What would one want more? Personally, I can't wait to play the game to toy around with ingenious units such as the Cryocopter. On paper, it really seems to eliminate TW's shortcoming (Especially broken gameplay and visual diversity), and I heard nothing less from the other summit contenders in practice.
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* smurfbizkit
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« Reply #13 on: 06/30/08 at 09:10 am »

In order to become a classic game, you need to not only do something new...but to pull it off well. RA2 brought in lightning-fast gameplay, tech buildings, and many units with game mechanics previously unseen. Generals brought in the generals point menu, added late-game resources and again...added a good deal of new units with game mechanics that weren't seen before.

The most important thing in an RTS is the units. Compare RA1 to RA2...RA2 brought in a ton of great new units (which had new gameplay mechanics);

Allied GI (deploying)
Chrono Legionaire
IFV
Prism Tank
Chrono Harvester
Yuri
Kirov
Terror Drone
War Miner

I only listed the most important ones...the fact is that in terms of unit design, it was lightyears beyond what was available in RA1 (which aside from a couple units was light tank, medium tank, etc. generic type units).

Just to be sure I am within bounds of the NDA...lets just look at the units listed on the RA3 website;

http://www.ea.com/redalert/factions.jsp

The only unit there that I'd even consider listing (in terms of comparing RA2 to RA3) would be the Sickle...and that is something I'd consider boarderline.

Go read up on Starcraft 2...they have the highest percentage of new units, with great new mechanics of any RTS I've seen. This isn't surprising though, since its lead designer also designed RA2 and Generals.

------------

Now in regards to the other attendee's, lets keep something in mind

1) Its in their best interest to portray RA3 in a positive light. They run websites, forums, etc. and expect to have a future relationship with EA. MEC2 is my last mod, I have no plans on modding another C&C game...thus my perspective is different.

2) I also have a different look at the design since...I've spent the past year slaving away on an RTS of my own (MEC2), which takes heavy influence from past C&C's. I've studied the hell out of them, and most other major RTS's...and have a decent grasp at what makes one work. When I look at RA3, all I see are errors...things that should be tightened up (in the design).

---------

Now since this is the MEC2 forum, I should point out that seeing RA3 has had a positive influence on MEC2. Right after I typed up that 10 page document...I took a day, and redesigned half of the IDF's units. Prior, the IDF had great overal game mechanics (the mobility, trophy, etc.) but its units were fairly generic (deployable attack cycle, apc, generic tank, generic helicopter)...so that was corrected.

We are still working on exactly how it'll work...but the core idea for the Merkava's change is that it no longer has the medic-upgrade (that'll likely be shifted onto the APC), and that its death actually has two phases. Once the Merkava is knocked into phase 2...its essentially berserk, it'll move much faster and deal much more damage....however, it'll take constant self-damage (to its already weakened frame) until it finishes dying. This brings up new options for players, do you keep it alive with mechanic drones? Do you damage your own Merkava's to hit them into phase 2....in order to get a much improved hit-and-run force? and many more choices...

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* zed
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« Reply #14 on: 06/30/08 at 10:35 am »

In order to become a classic game, you need to not only do something new...but to pull it off well. RA2 brought in lightning-fast gameplay, tech buildings, and many units with game mechanics previously unseen. Generals brought in the generals point menu, added late-game resources and again...added a good deal of new units with game mechanics that weren't seen before.

The most important thing in an RTS is the units. Compare RA1 to RA2...RA2 brought in a ton of great new units (which had new gameplay mechanics);

Allied GI (deploying)
Chrono Legionaire
IFV
Prism Tank
Chrono Harvester
Yuri
Kirov
Terror Drone
War Miner

I only listed the most important ones...the fact is that in terms of unit design, it was lightyears beyond what was available in RA1 (which aside from a couple units was light tank, medium tank, etc. generic type units).

Just to be sure I am within bounds of the NDA...lets just look at the units listed on the RA3 website;

http://www.ea.com/redalert/factions.jsp

The only unit there that I'd even consider listing (in terms of comparing RA2 to RA3) would be the Sickle...and that is something I'd consider boarderline.

Go read up on Starcraft 2...they have the highest percentage of new units, with great new mechanics of any RTS I've seen. This isn't surprising though, since its lead designer also designed RA2 and Generals.

------------

Now in regards to the other attendee's, lets keep something in mind

1) Its in their best interest to portray RA3 in a positive light. They run websites, forums, etc. and expect to have a future relationship with EA. MEC2 is my last mod, I have no plans on modding another C&C game...thus my perspective is different.

2) I also have a different look at the design since...I've spent the past year slaving away on an RTS of my own (MEC2), which takes heavy influence from past C&C's. I've studied the hell out of them, and most other major RTS's...and have a decent grasp at what makes one work. When I look at RA3, all I see are errors...things that should be tightened up (in the design).

---------

Now since this is the MEC2 forum, I should point out that seeing RA3 has had a positive influence on MEC2. Right after I typed up that 10 page document...I took a day, and redesigned half of the IDF's units. Prior, the IDF had great overal game mechanics (the mobility, trophy, etc.) but its units were fairly generic (deployable attack cycle, apc, generic tank, generic helicopter)...so that was corrected.

We are still working on exactly how it'll work...but the core idea for the Merkava's change is that it no longer has the medic-upgrade (that'll likely be shifted onto the APC), and that its death actually has two phases. Once the Merkava is knocked into phase 2...its essentially berserk, it'll move much faster and deal much more damage....however, it'll take constant self-damage (to its already weakened frame) until it finishes dying. This brings up new options for players, do you keep it alive with mechanic drones? Do you damage your own Merkava's to hit them into phase 2....in order to get a much improved hit-and-run force? and many more choices...


I'm following SC2s developement very closely, and so far, I have seen not much innovative or a great plethora of excellent units- It's ok, but RA3 does not have to hide from SC2 (Especially in the level design department, imho). But please do enlighten me. Because most of what I've seen, is fairly generic. Whilst co-op campaign or water bases aren't.

Let me elaborate:

Overlord: Elevates the cap as he previously did, blocks resources (Like destroying Tib), hurls creep (Adds space for building like a surveyor)
Baneling: Suicide unit (Just like the rolling bomb from Generals or the fanatics from TW)
Corruptor: Works like mind-controlling units (RA2, TW)
Drone: Gathers resources (Harvester)
Queen: Heals (Like the "Repair button in the sidebar) and poisons (Toxin tractor)

...and I could go on. But it's boring Tongue

Perhaps it's easier if you list me the innovative new elements of SC2.

The RA2 units you listed were- partially- intriguing, but their strategic depth of their abilities was reduced due to being passive abilities. Do tell me about the unit errors! I would not say though that the other atendees sugarcoated their experiences, judging from Hexetics UI and visual error write-ups, Sonic's general desinterest in RTS, and although JohnWEs a huge CnC fan, he's not without his share of criticism. Wildfire is the only one who might be a little forgiving with EA.

I'm on the opinion btw, that not units exclusively make a good RTS- It's also gameplay and diversity that counts, and on that front, RA3 seems to do much better as TW, and, if it turns out well, even RA2, due to the focus on one-purpose units with one secondary ability.

I'd like to showcast these units:

-Cryocopter: Both the freeze and shrink ray sound quite innovative due to their implementation- The shrink ray has advantages and disadvantages, so it's useful even for your own units, and the freeze ray is even able to freeze buildings.
-Peacekeeper: Their damage decreases with range. Sounds pretty new.
-Spy: Permanent control of xy units
-Riptide: Weapons change from land to water (The whole emphasis on water is quite innovative anyway)
-Century bomber: Transports any kind of infantry or carpetbombs- Pretty nifty
-Mirage tank: Mobile cloaking for friendly units
-Tanya: Teleportation combined with fully restored health
-Bullfrog: It's unloading method renders it quite fresh on it's own, but it's also a dedicated anit-air weapon, making it more useful then your basic transporter
-Terror drone: Stuns enemies, but does not disable their weapons
-Apocalypse tank: Grinds enemy tanks. Nuff said Tongue
-Hammer tank: Sucks life out of enemy units to steal their weaponry if he's able to finish them off
-Natasha: Is able to shoot 6 infantry units if they're in a line

...and I do not even know much of the Japanese yet!

So as you see, RA3 has it's own set of imaginative badass units as well, plus having RA2's IFV, Kirov, terror drone, and similar gameplay mechanics of Yuri, Allied GI and Chrono harvey.

Furthermore, it has much more diverse and detailed scenarios, which is a very important factor, walls (Unlike Generals or TW), General's eco+ support power system (tweaked), Frank Klepacki and three quite diverse sides, besides a co-op campaign, among other things.

I ask again: What's not to like?
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