Red Alert: A Path Beyond brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert to realm of first person shooters, with a twist. We've remained loyal to the style and feel of the 1996 classic, while integrating content from its expansions Counterstrike and The Aftermath with a bit of updated history to add to the mix. Built off the W3d engine Westwood Studios built for classics such as Earth & Beyond and Command & Conquer: Renegade finished up in 2001, we help bring the fight to you as you play out your role as any one of a number of infantry classes participating in team-based combat that often involves land, sea, and air combined-arms clashes that just don't happen in any other game. Oh, and did we mention it is FREE?

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We've introduced locational damage for our vehicles, which will make tank combat more interesting and dynamic. We've also got some new destruction animations for the latest buildings. Plus some infantry teaser news!

Posted by Chronojam on Jun 21st, 2013

Instead of me posting an update for APB the past couple of weekends, we had TruYuri and ChopBam both give you some pretty informative blogs on what we've been looking into, and I ended up doing a recap of the TSR release last week. If you haven't read them, take a look, there's good stuff there.

We've been talking about some rather ambitious plans to overhaul infantry and tank combat for A Path Beyond, which have actually been coming together quite well. I've alluded to being able to hide better with infantry, and ambush passing tanks. I'd like to explain how some of that works, now. A recent change Saberhawk made exposed tanks to the existing damage scaling subsystem, and a proof of concept was made shortly after. We then posted the following video to our ModDB and YouTube pages: 

In the above example video, the Heavy Tank is set up to need just over four shots to destroy it. However, the tank has specific weak points. These numbers aren't final and are just there to illustrate the concept, and we're going to be conducting testing to find the right balance to reward ambushes and superior maneuvering/positioning -- without making tank battles end before they can really begin. The areas that take damage on the Heavy Tank are pretty well defined, however, and are about the same for Medium Tanks as well. 

7WBzGo4.png

For the demonstration, the damage settings were as follows:

  • The green area, the main armor, receives 100% damage
  • The yellow area, the tracks, receives 150% damage
  • The red area on the top and rear receives 300% damage
  • The red area on the very bottom also receives 300% damage

The fuel barrels on the back themselves do not have any damage bonus, and actually partially obscure the main weakpoint of the tank. Splash damage is basically unaffected by this, so it does not matter whether your tank has its front or back facing a V2 explosion. This also means that you cannot simply multiply the damage a tank takes from a head-on shot by 3x to find the damage that would be dealt to its back, because some portion of the damage the front took was from splash damage; it will be a little bit less than 3x, therefore, in practice.
Last blog, we showed off the new helicopter refill pads. Bases will often have extra service depots and helicopter refill stations, to help you get ready for your next attack faster instead of spending time waiting in line. Cuddling, who's totally back now and it's awesome to have him around, has also made destruction animations for these. Have a look, they come complete with Cuddling's usual taste in music:


Keep in mind there will be sparks, fire, smoke, sounds, and the works when you see them in-game.So that's news on tanks and buildings, but we've also got some exciting changes that were successfully tested for the infantry aspect of the game. I won't go into it all right now, but hints are fun! If anybody was hoping for snipers to return, there is now a chance for a marksman sort of unit if it fits into the balance scheme well, although the days of "kiting" other soldiers while banging off easy headshots will remain a thing of the past. If anybody was hoping for an end to bunnyhopping as the dominant strategy, you're going to be pleasantly surprised at what we're testing. We'll have more on soldiers next week.

Post comment Comments
MrBoroda
MrBoroda Jun 21 2013, 6:30am buried:

(buried)

I don't really think that locational damage fits C&C style.

-6 votes     reply to comment
TotalSnapps
TotalSnapps Jun 21 2013, 8:31am replied:

C&C has directional armor. This added a new dynamic to gameplay which forced players to reverse move and flank to achieve the best results.

Locational damage in a game like this provides a similar opportunity for skilled/smart players to have a better chance at winning a fight. Note the 300% red area is on the rear of the shown tank, another reason to flank and to reverse move.

+7 votes     reply to comment
MrBoroda
MrBoroda Jun 21 2013, 10:50am replied:

Dislikes for having an opinion? ModDB in a nutshell.

+1 vote     reply to comment
TotalSnapps
TotalSnapps Jun 21 2013, 11:52am replied:

It's the way of the world, I like C&C 4. It's my opinion and I usually get downvoted to hell. Doesn't mean you can't have it though, just means people disagree.

+2 votes     reply to comment
Jeffman12
Jeffman12 Jun 21 2013, 1:53pm replied:

This is typically how agree vs disagree systems work. These votes are for a critical standpoint. If "C&C shouldn't have hitboxes" had garnered significant support, the devs would be encouraged to look at it and possibly reevaluate the decision.

I for one think it's a move in the right direction as tank battles will no longer consist solely of two tanks revving back and forth constantly in a futile attempt to not get hit. There's more /strategy/ to a game derived from a strategy franchise. Now I just wish there was something done with infantry so they weren't just bunnyhopping healthbars with different flavored guns.

+5 votes     reply to comment
Chronojam
Chronojam Jun 21 2013, 7:47pm replied:

People who love to bunnyhop are going to be very, very disappointed and will probably slam the "disagree" button hard when they see next week's update :)

+1 vote     reply to comment
Chronojam
Chronojam Jun 21 2013, 7:45pm replied:

It's OK for people to agree/disagree, but unfortunately the ModDB system hides posts by default if they are disagreed with enough. Since not everybody wants to make a post to say they agree/disagree they just use the +/- buttons.

+2 votes     reply to comment
TotalSnapps
TotalSnapps Jun 22 2013, 3:06am replied:

I think my second post is a perfect proof of concept on this.

+1 vote     reply to comment
Glarg
Glarg Jun 22 2013, 6:00pm replied:

It's not a "dislike"

It's a "I disagree with that opinion but feel no reason to make a post"

It's just how these things work.

+1 vote     reply to comment
Guest
Guest Jun 21 2013, 1:42pm replied:

this makes it more interesting

+2 votes     reply to comment
mathwizi2005
mathwizi2005 Jun 21 2013, 11:00pm replied:

well consider the fact that Tiberian Sun was SUPPOSE to have directional armor (taken straight from the devs themselves [Westwood o wo7])

it makes the RTS style more tactical then just unit spamming to hell

+1 vote     reply to comment
Lavama
Lavama Jun 21 2013, 12:36pm says:

Destroying a Heavy in two hits...


OMGHAXORZNOOB1V1MEBROIPRORIP-*Is shot for insanity*

Looks nice. Should be interesting to see how quickly I can down those Reddies now.

+2 votes     reply to comment
Jeffman12
Jeffman12 Jun 21 2013, 1:56pm replied:

Yes, quite refreshing that light tanks now stand a better chance when going head to head.

Although, I don't know if two hits is that great, I think the fire rate doesn't allow the tank the opportunity to turn away in time.

+3 votes     reply to comment
Chronojam
Chronojam Jun 21 2013, 7:49pm replied:

I think the firing rate might come down a little more for Medium/Heavy tanks compared to what you see in the video. It is pretty important to let people retaliate when attacked, after all. Don't worry about the numbers given in this update, they're just to illustrate the system. We're working with the testers to get a good balance on it right now.

+1 vote     reply to comment
SC90
SC90 Jun 21 2013, 4:49pm says:

damn i have to play this sometime again :D used to play it few years ago -_- nice news!

+1 vote     reply to comment
teslaptak
teslaptak Jun 24 2013, 7:53am says:

will infantry with fast firing weapons gain same buff?

+1 vote     reply to comment
Chronojam
Chronojam Jun 24 2013, 9:01pm replied:

Yes.

+1 vote     reply to comment
Lucífer
Lucífer Jun 27 2013, 4:08pm says:

What's the point in the green if its not going to shave off at least 10% from full damage? Doesn't this just mean that all weapon damage has to be toned down to accommodate such wild percentages? Or are all the vehicles made out of aluminium?

+1 vote     reply to comment
Jeffman12
Jeffman12 Jul 4 2013, 1:47pm replied:

I always imagined the vehicles in red alert being made of putty.

+2 votes     reply to comment
GOLANX
GOLANX Jul 30 2013, 6:11pm says:

i liked the weakspots they did in Star Wars battlefront 2 they were usually in hard locations often making them trickshots and hard for other vehicles to exploit, gave a good fighter with a missile a chance though

+1 vote     reply to comment
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Red Alert: A Path Beyond
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Released Apr 6, 2011
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