Welcome to Red Alert 20XX. The aim of this mod is to pay tribute to old Command & Conquer games, while giving YR a fresh feel in a brand new cold war context.

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Report RSS New USA unit : bring back the Chrono Tank (view original)
New USA unit : bring back the Chrono Tank
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eil
eil - - 848 comments

Judging from description it's straight OP: individual teleporting unit that has no lock after transfer(like Chrono-troopers that stay vulnerable after jump), and capable to deal with both ground and air.
Though surely such "jumper" is a dream of any rts-player.

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Danielovich7 Author
Danielovich7 - - 407 comments

I fail to see how it is OP. It can only teleport once every minute and can't stand much beating before dying. RA2's Chrono Legionaire is much more mobile, as it can get out of a tricky situation whenever necessary. This version of the Chrono Tank is a one-way ticket only. It is designed to exploit weakness in the enemy base, but it can't level an army by itself. At 5000$ a piece, they can hardly be mass produced too.

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eil
eil - - 848 comments

Oh, the price, you didn't mention it in description.

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Its_That_Guy
Its_That_Guy - - 34 comments

Nicely done, looks like it might be fun to mess around with.

Have you ever thought about porting over to OpenRA? I know the RA2 part is still in alpha, but it's starting to seem like that'll be the way to go one of these days.

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Danielovich7 Author
Danielovich7 - - 407 comments

That would mean re-learning a completely new and less known engine, porting thousand of assets into a new format and, essentially, rebuilding the mod from the ground up AND for a much smaller audience. As of now, I don't think ORA has much more to offer compared to the YR engine with Ares and Phobos. I see no future where I port RA20XX to ORA.

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Description

In a last-ditch effort to finalize all sub-country rosters, I've decided to reintroduce the Chrono Tank that was put on hold around version 1.0.5. But this time, it will enter service under the USA, symbolizing their superweapons doctrine.

I've always wanted to implement something similar to OpenRA's Chrono Tank, but the engine wasn't flexible enough to allow that. Thanks to many logics added by Phobos and its team, I can finally make it a reality (well, almost).

Mechanically, you are seeing two units here. One is the Chrono Tank in its "active" state, where it can chronoshift around. However, it can only do so once before going into its "inactive" state. In this state, the tank can only move using its tracks but will display a small cooldown timer above its health. Once depleted, the timer will revert the unit back to its "active" state. In both situations, the tank can use its missile launcher to attack both land and air units.

But it also has more bells and whistles. When teleporting, the unstable energy created from the chronoshift will damage anything in the area, clearing out the zone for the Chrono Tank's arrival. Plus, the tank emanates this energy around itself, causing some time distortion. Every enemy unit close to the Chrono Tank will suffer from a 50% penalty to its speed and its rate of fire.

The model was made by Crazy Bird.