Exciting Fresh New Ideas for Red Alert Update / Expansion / So Much Potential
Red Alert EA suggestions/ Exciting ideas for an update / Expansion – Building the RA community, creating player retention/ bringing more players back / attracting new commanders.
Hello I’m kabssss! I am a long-term Red Alert / Command and Conquer passionate player and I’ve been thinking a lot recently about rough ideas how we can add to an already amazing update to Red Alert.
These are only ideas and I know that to add these ideas into the game would require a huge amount of time but just imagine how amazing Red Alert would be if these ideas were implemented!
Please have a read and comment! It would be great to know what people think about these ideas.
- Larger maps: x 4 in size = 504 x 504 or even bigger!
- Units taking damage looked damaged (similar to buildings) after lower than 75%, 50%, 25% and 10% health.
- Multiplayer main room lobby which shows all the players who are online and also has a chat function which you could use to advertise games and talk about the game in general (similar to CnC Universe).
- Red Alert in- game friends list with personal messaging (similar to CnC Universe).
- Player ranks shown in lobbies of an indication of what skill level the player is for matchmaking teams and fair games. (Please read below on an idea for a new ranking system).
- Player profiles. Each player will have a profile showing Rank (How many overall wins they have), Win to lose ratio (represented by the medals they have) and achievements (Showing which achievements they have acquired).
- New units for the Soviets – Volkov and Chitzkoi: Volkov costs $20,000 and Chitzkoi costs $7,500. You can only have one of each of the units at one time. Both Volkov and Chitzkoi are immune to one shot by dogs. Volkov and Chitzkoi are made more balanced by having less HP (-30%) then they do in the Soviet mission. Volkov’s grenade launcher does more damage (50% more) and has a larger splash damage radius similar to Allied Cruisers. Volkov takes ages to build as does Chitzkoi (About half the time of Volkov).
- The original Tanya is replaced by the Commando from the original Command and Conquer game, for both Allied forces and the Soviets. Commandos can C4 Concrete walls, Sandbags and Barbed Wire.
- Commandos, Tanya, Volkov and Chitzkoi are parachuted into the battle and are now classed as super weapons. They automatically parachute out of the transport plane if it is about to be destroyed.
- Tanya is only available for the Allied forces, she also has boosted stats – More HP (150% more), slight run speed increase (20% increase), can C4 vehicles (Tanya automatically tries to avoid being run over by vehicles like an automatic disperse key binding but is not immune), can swim, can C4 naval units, can cross rivers. You can only have one Tanya at any one time. Tanya can C4 Concrete walls, Sandbags and Barbed Wire. Tanya costs $5,000 and has a very long building time, about a 1/3 of the time it takes to build Volkov.
- A-bombs have a larger damage radius (50%) and do more damage to vehicles and buildings (500% more), but cost resources to build each missile ($10,000 per missile) once you have bought the missile silo. After building an A-bomb the cool down to launch the missile is a lot longer.
- Artillery and V2 Rockets have the same range, but their range is increased by 20% (new range from 10 to 12) of the current V2 rocket range making long range land / siege warfare more viable.
- Allied Artillery damage upgrade (30%).
- New unit skins and wraps – Heavy tanks, Medium Tanks, Migs, Cruisers, V2 Rockets, Destroyers or any other units but I was thinking about the most commonly built. These skins could be bought from EA on an online shop or unlocked by acquiring medals and achievements.
- More player colours available, Greys, Browns, Whites, Golds, Black, Silvers, variations of the current colours.
- Vehicles leave tracks.
- Allied Ranger unit speed and sight range upgrade for scouting.
- Allied Spy Infantry are able to attack with a silenced sub machine gun (slightly longer range than machine gunner infantry, can 1 shot normal infantry. They are able to infiltrate multiple buildings without disappearing. They now cost $2000.
- Soviet Attack Dogs have 50% more HP and a 50% passive speed increase, increasing to 75% when they are ordered to attack a unit. Instead of being 1 shotted by machine gun infantry they can take 2 shots.
- Soviet Tesla Tanks have 50% more armour.
- Soviet Missile Subs share the same range as Cruisers (22)
- Soviet Subs have a 50% range increase (14) and do 50% more damage.
- Allied Destroyers have a larger sonar radius, being able to detect Soviet Subs at (14) range and do 25% more damage using depth charges (2 shot subs).
- Allied Gunboats have a 25% speed increase and can now use depth charges (same damage and range as the old Allied Destroyers) and have a sonar radius being able to detect Soviet Subs at (10) range.
- A whole new ranking system judged by how many wins a player has playing multiplayer matches and what their win to lose ratio is:
Wins will be a stat that just keeps going up and Medals shown will be an indication of the highest win to lose ratio a player has achieved.
- Rank – This will always be show on the player’s name. Example: (insignia) Major General ‘Player Name’. The player will also have a military rank insignia before their name. I have come up with some ideas on insignia design based on current day military rank insignia and will get round to posting some interface ideas of what it will look like in the lobby soon.
Rank 1 – Lieutenant – 5 matches won
Rank 2 – Captain – 10 wins
Rank 3 – Major – 15 wins
Rank 4 – Colonel – 20 wins
Rank 5 – Brigadier – 25 wins
Rank 6 – Brigadier General – 30 wins
Rank 7 – Major General – 35 wins
Rank 8 – General – 40 wins
Rank 9 – 5 Stars General – 45 wins
Rank 10 – Field Marshal – 50 wins
- Medals: There will be 5 medals, one for each landmark Win to Lose Ratio. See image of basic designs.
1-1 win-loss ratio basic circular medal
2-1 win-loss ratio circular with 4 tip star medal
3-1 win – loss ratio circular 8 tip star medal
5-1 win – lose ratio circular advanced 8 tip star medal
10-1 win – lose ratio circular 16 tip star medal
- Ideas for Achievements:
500 units killed in one game
1,000 units killed in one game
50 structures destroyed in one game
100 structures destroyed in one game
10,000 units killed overall
100,000 units killed overall
1,000,000 units killed overall
100 buildings destroyed overall
1,000 buildings destroyed overall
10,000 buildings destroyed overall
100 tanks built in one game
200 tanks build in one game
75 naval units build in one game
150 naval units built in one game
50 air units built in one game
100 air units built in one game
500 land units destroyed in one game (vehicles and infantry)
1000 land units destroyed in one game
100 naval units destroyed in one game
200 naval units destroyed in one game
50 air units destroyed in one game
100 air units destroyed in one game
100 structures built in one game
200 structures build in one game
- Bridges can be repaired by an engineer entering one side of the ruins (similar to how engineers can repair buildings to full health).
- Trees and be destroyed
- When units are killed debris or corpses could create a slowly degrading visual effect on the terrain creating more atmospheric environment.
- New Desert and Tropical terrain types similar to Temperate and Winter for the game and map editor.
- New map tiles, scenery objects for the map editor and game: new trees tiles, mountain tiles, vehicle debris, building ruins, more civilian buildings (Office buildings, sky scrapers, shopping malls, houses, city roads, petrol stations, government buildings, cars.
- Civilian buildings can be garrisoned by infantry.
- You can Chrono shift up to 5 Chrono tanks at a time.
- The Soviets get Para Bombs on cool down once you have a Tech Center built.
- You can Chronosphere Demo Trucks safely now.
- Multiple vortexes can be spawned the more times the Chronosphere / Chrono tanks are activated, with no limit to their numbers! The more you Chronoshift the more you mess around with time and space, the more vortexes adding a bit of rng and the potential for players to be defeated by the map in the late game.
Thanks for reading, please comment, let’s start a conversation!
kabssss