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's FREE?

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Add media Report RSS Light Tank armor allocation (view original)
Light Tank armor allocation
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Templarfreak
Templarfreak - - 6,721 comments

What was wrong with it being more complicated? O.o

I mean if you're gonna make vehicles NOT turn on a dime like they do in RA1, why not make things a bit more realistic and make the treads a weakpoint?

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Chronojam Author
Chronojam - - 413 comments

Well, we've always got the option to revise it, but after an internal discussion with the test team we decided we were creeping closer and closer to getting maybe too simmy, with increasingly specific hit locations, shell drop, talking of making shell damage change based on range, etc.

We were starting to make damage change based on things like shooting the engines vs the different rotors of a helicopter, and thought, maybe we should step back for a moment :)

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Templarfreak
Templarfreak - - 6,721 comments

I think you should still include at least treads being a minor damage point. Like maybe a 5 to 10% damage bonus, or maybe just make the cogs in the treads do that which could be harder to hit from the front.

But either way, I understand that complexity != good. So just go with what you think is best. =p

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Description

Big design and code changes since we first did locational damage. Gone are side/wheel/track minor weakpoints for vehicles. Armored units will now have frontal reinforced/strong points on the hull and turret, with a back-hull weakpoint.

We're trying a 25% damage reduction for strongpoints (blue) and 25% damage increase for weakpoints (red), instead of the more complicated setups we tested earlier.