Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert. While classic mode gets as close to the original game-play and balance as possible, Enhanced mode provides improved game balance and a lot of fun new stuff. DTA features many customization options for Skirmish and multiplayer (where you can play as GDI, Nod, Allies and Soviet on over 200 maps), challenging original singleplayer missions, as well as co-op missions. Since this is a stand-alone mod, you don't require anything but the mod itself to be able to play: the original game is not required.

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CR: Bonus Mechanic
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VolkovKnuckles
VolkovKnuckles - - 214 comments

Seems interesting. Even maybe unlocking enemy units, to be built in the techtree, as a reward, wouldn't be a bad idea. Maybe on capturing some particular structures in a mission (even hidden in the map), instead of simply destroying them, for example, thing that would grant some permanent bonus unit or structure, in the future missions. Maybe some concepts taken from Counterstrike special-mission units.

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Rampastring Author
Rampastring - - 1,190 comments

Unfortunately engine limitations don't allow for such kinds of bonuses, at least without some engine hacking work.

Such a permanent unit would also be difficult to balance for the length of the entire campaign, it could have a pretty radical impact on the difficulty of some missions.

It's not a bad idea to have a bonus objective that unlocks a bonus unit for some specific later missions, though.

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Templarfreak
Templarfreak - - 6,721 comments

the latter i can totally understand, but shouldnt the former be addressable by just making it load some INI patch like a lot of other things already do?

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23-down
23-down - - 3,558 comments

Sounds very cool also the idea from VolkovKnuckles also sounds fantastic.

Adds up as some sort of hidden easter egg hunt. If something like that would be added to the campaign it might be best if they are special unique units only available in your single player missions but not the regular tech tech of the various factions.

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Description

We had a blast at our TS anniversary event today! Thanks to everyone who participated, we hope you also had lots of fun!

As part of the live stream, I unveiled a new mechanic used in the Covert Revolt campaign: you can pick a bonus before the launch of each CR mission.

These bonuses act like the "country bonuses" in Red Alert 1, iow. they alter some core stat of your faction. For example, they can give more armor to units, lower the cost of your units and buildings, make things build faster, make your units deal more damage, etc.

Some bonuses can even have extremely strong positive effects, but at the expense of also having a negative effect to balance it out. For example, the "Infiltrator" bonus currently increases both the HP and damage of your units by 10%, but it also makes your units 12% more expensive.

These bonuses allow you to significantly customize your playstyle and approach to the missions, and also gives significant replay value as changing the bonus can make a big difference on how a mission plays out.

The bonuses are also unlockable. When you first begin the Covert Revolt campaign, you will have no bonus to select. But as you progress through the long campaign, you will unlock more and more bonuses to choose from, eventually building up to a large bunch of options for the final missions.