The Red Alert
Media Release #10
It's time once again to update the general public about the goings-on here at The Red Alert. Well, as of now, the infantry is about finished, and the classic ore system is in place. Some minor kinks to work out, but other than that. We haven't fully decided what to do about the Soviet's commando, but it will probably be Volkov, not dissimilar to A Path Beyond's version. There's still lots to be done, however. Don't be fooled. In fact, just about everything remains to be done outside of the bare artwork that's already in game. Sounds, weapons, effects, UI, game mechanics, balance.... Any sort of release is a long ways off, yet.
At this point, I'd like to take a moment and address a few questions about the mod that were asked in prior news posts:
Q: Will you be remaking all the maps, including expansions?
A: I hope so!
Q: Will you be remaking the campaign?
A: Most likely not. If we do, it wont be until long after the multiplayer release.
Q: Will there be a release soon?
A: No. We're not too keen on unfinished betas. Betas are for ironing out bugs and balance issues, not for playing half-finished mods.
Q: Will there be old ore collection system like in RA1?
A: I donno. Look up.
Q: Will the tediously slow shells which can be dodged by light tanks be in?
Q: What in the original RA is not possible or reasonably possible on the RA3 engine?
A: Tech levels, the old Engineering system, the original Spy mechanics/rewards, the original Gap Generator mechanics, AI, and probably others I'm forgetting, but these come up most.
OMG! Screens! The only thing about the news worth reading:
Over already? Afraid so. 'Til next time. And no, I'm not going to make any promises about when "next time" will be. One final note, if you have any more questions that haven't already been addressed here or else where, feel free to ask in the comments section of this news post and it may be answered directly or in a future news posting.