A fan for Real life Military equipment ? then this is your mod ! it is a Red Alert 2: Yuri's Revenge mod that basically imports a lot of RL military hardware from the cold war era in the 60's to the late 2000's while maintaining a lot RA2 aspects like prism, tesla tech and etc. Also, It expands on the original RA2 armor system thanks to ARES in which it creates more roles to create numerous units effectively expanding the complexity of handling an army making it necessary to use mixed arms to counter the various unit types. Also, do note that each country will have some twists in their military equipment that will be more or less similar to their respective RL counterparts. In short: it is a relative to reality fun mod but "a fun mod" is conservative statement.

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Add media Report RSS Upgradable defenses ? (view original)
Upgradable defenses ?
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Epsilon2
Epsilon2 - - 305 comments

I like the ideas here. Of the Support GI and the reworked role of the Engineer and the upgraded defenses. I think the defense structures could use some work in improved visuals, but they work for now.

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RedCounterStrike! Author
RedCounterStrike! - - 161 comments

About the defenses, I honestly like the basic CnP job, it give the feeling of a mod. I may not replace the defenses set that I have since I want to largely keep them as is. The thing here is that I also want to make a field upgrade or improvised solution type of deal something that engineers should and must do imho.

Just like the turret for example, not enough armor ? No problems ! Here more armor. A stealthed and dangerously perfidious enemy ? Not to worry ! The pillbox now is twice as strong, has a radar and can carry more occupants to boost the firepower !

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Description

I was thinking of this idea in quite sometime, I do not know yet if this is a good idea or not. The thing is that you need an engineer to to upgrade them and I do not know where to start with the related issues but here goes nothing:

-Majorly, the engineer cannot enter and fully repair an upgradable structure not without upgrading them first.

-After getting the structure upgraded you can either take the engineer to upgrade another and repair the one you already have Or use up the engineer to which I think this is not how is supposed to be, at least not with our a finical penalty majorly from the engineer in the from of his basic cost.

-Engineers are Tier 1 and I do not like the idea that you can upgrade them from the get-go.

It would be interesting to give the engineer this mechanic, possibly replace him with another infantry I am intending to call the Support GI (for the allies at least) of which would function similarly to the US army ranger in generals of which you need to get really close to a structure to capture it but the down side is not without damaging it in the process and preserve the engineer as a high Tier infantry that can upgrade and improve structures around your base.

Also, The support GI will be majorly armed with a Shotgun looking like Ra3's peacekeeper, though he can again function like a Ranger from generals and capture any structure by standing near them and this ability will be need to be recharged to do so again. Moreover, when entering an IFV the vehicle will receive a repair crane module instead of a weapon making him get in the role of a combat engineer of sorts.

In this whole fiasco, there is the problem of how would AI act towards all of this.

All in all, once I figured the whole thing out I will posting a video of this, But anyhow comments ? what do you think ? is this good for a change of pace and functionality ?