An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

Report RSS Mediterranean Syndicate: New Features

An official reveal for the new general features we've got planned for the Mediterranean Syndicate. Most of these are completely untested, so it's possible that they'll be seeing some changes before the end, but they're a pretty big departure from the standard RTS formula and we're excited about getting them to work.

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THE MEDITERRANEAN SYNDICATE

In the story of RA3: Paradox, the Syndicate is a massive criminal organization based within a corrupt corporation. They have some of the most advanced computer technology and electronics of any of the factions, thanks to their massive R&D divisions, and their tech advantage is put to great use arming the mercenaries they hire to do their dirty work. Of course, as a corporation, the Syndicate does not go to war in the same way traditional military forces do... and this document outlines how.

1) Nonstandard resource management

While most other nations are funded on the front lines by their ore refineries, the Syndicate generates war funds much the same way they make their money in peacetime - through revenue. Almost EVERY Syndicate structure is capable of switching, at any time, from its normal function to resource generation. For example, the Hall of Heroes, capable of constructing the battlesuit-armed units, can be ordered to cease unit production and begin selling off the armour, weapons and other commodities it would normally produce.

This means that a savvy Syndicate executive can, in mid-battle, put buildings that wouldn't otherwise be doing anything to good use. Is your enemy building a lot of anti-tank units? Then it's time to build some infantry, but not before switching your war factory to resource mode. It also allows for many strategies involving massive monetary gains. Build 10 seaports, set them to resource mode, turtle for a while, and when you feel you're ready, switch back to production mode and pump out the warships!

Thanks to their resource system, the Syndicate has no need for a refinery. They still put ore nodes to good use, however, in their...

2) Nonstandard power management

Where other factions would be constantly expanding to other ore nodes so they can keep their economy going, the Syndicate just needs ore nodes to avoid overcrowding. That's because a Syndicate Power Plant is powered by ore... and unlike other factions, a Syndicate base doesn't have perfect instant power transfer. Rather than the safe, underground power grids favored by everyone else in the world, the Syndicate settles for aboveground power lines. They do not restrict movement and are vulnerable only at the intermittent power posts, but if a building is to be powered in a Syndicate base, it must be connected to a power line.

This gives the Syndicate an inherent weakness - they can either spread out their base, leaving their power grid open to harassment, or they can clump together around the power posts, which makes the grid much easier to defend but which results in a lack of space and a horrible mess reminiscent of the Sprawls, the megacities of the Mediterranean Syndicate.

If you want extra buildings for resource production, then you're free to build them, but you'll eventually run out of space; even worse, if you lose some of your power grid, any part of it that isn't connected to a central Plant will be left... powerless. If a surprise attack disables a section near the Plant, it has the potential to leave half your base unpowered. Expanding to other ore nodes means that you have more space for your holdings to grow, and the closer your buildings are to a Power Plant, the less likely it is that they will be left unpowered when you are attacked.

3) Unique build system

Not actually a new development, since we actually revealed it shortly after the faction was announced, but this is as good a place as any to detail it.

Rather than the versatile MCVs of the other factions, the Syndicate begins with an immobile Headquarters as its central command center. From the Headquarters, a commander can build Lifters, specified construction units, in order to construct their base. A single lifter is only capable of building a single type of structure. Its construction style can be seen elsewhere in the form of the Soviet Engineer, surprisingly; the way that a Battle Bunker is constructed is almost identical to the way a Lifter performs its construction services.

The cost of a building is split between the lifter and the building itself. For example, say the Syndicate Barracks is $600; in this case, the Barracks Lifter will cost $300, and it will cost another $300 to use the secondary ability to construct the Barracks. Assuming your Lifter survives, this means that you can quickly churn out the same building many times - just like in the real world, you save money if you buy in bulk.

Unique structures like the Weather Control Device superweapon are built with specialized construction units that are consumed when they build, similar to Japanese Nanocores. Proponents of the Lifter system have criticized this seemingly arbitrary decision. But what use would there be in a WCD Lifter when only one WCD can be built at a time?

Thanks for reading about this new feature! Just a reminder, ParadoxCasts are taking place every Sunday at 8pm (GMT-5) and you can watch them live by following the link on the front page! As an added bit of news, the Achilles Minimod v2.2 is just about finished - we've fixed all the bugs that are fixable and added a few new general gameplay tweaks that will feature in the final game, such as the new tank locomotors! Keep watching this page for the download link... it'll show up over the next few days!

EDIT: Sorry, but due to unforeseen circumstances there will be no ParadoxCast today (Jan 24th). There will, however, be one next week, and by that time we'll hopefully have something new and awesome to show off, so tune in next Sunday at the link on the main page!
EDIT AGAIN: Okay, turns out that the ParadoxCast IS happening tonight. Open_Sketchbook won't be present, but Ferriswheel and Kerensky will be on answering questions, talking about unit suggestions and discussing such things as the icon-making process for new units.

Comments
Zeke_Dlyoung
Zeke_Dlyoung

Interesting...

Can't wait to try this faction out :)

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XtremoX
XtremoX

me² :P

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Rabboticus
Rabboticus

cooool

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TotallySnappy Creator
TotallySnappy

hope all this stuff can be done!

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HERPADERPII
HERPADERPII

So he Syndicate build style is essentially Empire Nanocores?

I'm not sure about the resource system either - could be too strong compared to the other armies.

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Kerensky287 Author
Kerensky287

The Syndicate build style isn't Nanocores because Nanocores are single-use. All lifters (except for the WCD lifter and Aura Generator lifter - info on both of those should be on the Wiki sometime soon) can build the same building multiple times. So you could, say, get 1 Lifter that makes 3 Barrackses. I'm guessing that a single building for the Syndicate will generally be more expensive than its counterpart on any other faction, but if the lifter survives you can easily get your money's worth.

The resource system does mean that the Syndicate have the potential to be filthy rich, but we're planning on doing things like implementing a cooldown time on the mode switch (so if you switch to all resources and then get attacked, you're in trouble) to balance it out. Plus, they have a ton of weaknesses thanks to their power grid system, and their tightly-packed bases make them extremely vulnerable to superweapons.

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HERPADERPII
HERPADERPII

A mode switch won't wrk with this. If a player basically clicks the button to work all his factories bar one...can you say "spamfest"?

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Kerensky287 Author
Kerensky287

What are you talking about? The IDEA is that the player will have all their factories but one generating resources. And it isn't at the same rate as a refinery, either. It's like, 1/100 of the building's price every few seconds. You HAVE to have almost all your buildings on resources in order to keep your economy going. The fact that you can even switch it off is more of a bonus because it gives you a chance to make some emergency units if you have enough funds.

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HERPADERPII
HERPADERPII

I'm sure people won't be stupid enough to just leave one factory generating cash - unless of course the game enforces a hard cap. Which means more extra coding...

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master_oli-p
master_oli-p

WEATHER CONTROLE DEVICE!!!

*goes and plays RA2 YR*

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Kerensky287 Author
Kerensky287

Glad you like it! Lucky for us all, a machine that creates nasty weather conditions fits perfectly with the Syndicate's mustache-twirlingly-evil style.

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DarkyPwnz
DarkyPwnz

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

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semsteve
semsteve

all this is really astonishing.
a question about the power grip, they must be built like walls to connect the power station with the building? Is it possible to power a builiding connecting it to an already powered building?

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Kerensky287 Author
Kerensky287

Yep, the power grid is built like walls. The only thing that powers a building though is one of the posts that you place down - like one of the corner pieces of a wall. A powered building cannot power another building.

<rant coming>
Technically speaking, the way the walls work (in theory) is a lot like the Allied tech levels and how they're spread out from the command center. An Allied Conyard gives off the tech for other buildings to receive once it's gotten the upgrade itself, which happens of course when you BUY it. For the Syndicate, the way it works is that the Power Plant gives off a certain upgrade (that just makes buildings work) and the power grid both takes that upgrade and, once it has the upgrade available, gives it off in a very short range. So you end up with a chain of buildings giving each other the upgrade in a row, and the upgrade is transferred along the grid a lot like actual electricity.

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█Brunez█
█Brunez█

Really nice guys! I like it!

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Chronohawk
Chronohawk

I thought you guys had something like this in mind...

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BluishGreenPro
BluishGreenPro

Very interesting! I can't wait to try this out.
I hope it all works from a coding standpoint!

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theSniperDevil
theSniperDevil

hehe the power system is a cool idea that reminds me of the system i origonaly had in mind (though the linking to ore nodes is pretty new!) If you can play warbreeds- theyhavea similar relay system in base building there- without the use of connecting walls.

perhaps as an added bonus/ dynamic making this power feature affect battlesuit/ tank ability could be interesting.

also the resource system is well out there! much better than my orighinal proposition. global powers increasing rates is sounding good already, but it will be tough to balance. having power as the main expansion dynamic is pretty jarred from the usual RA formula. playing necrons from DoW1 may be a good case study to see how we/you can further the players willingness to expand and come into contact with their opponents!
(looknig forward to helping ouyt the team after my travels btw- nearly done now hehe)

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renteria
renteria

Multi-player will be a bitch to play though. From the sound of it the Syndicate will have a very vulnerable early game.

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Cjslayer16
Cjslayer16

Hmm if they get some early bonus then that would even it out, but then You would have to GET troops to their base to slow them down, either way i think they can make it work :)

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