Anti-Basewalk for Red Alert

Construction yard build limitation radius and cooldown

Discussion about the game and its default mods.
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Shall we have the anti-basewalk construction yard build radius limit feature in Red Alert?

yes
6
60%
no
4
40%
 
Total votes: 10

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Anti-Basewalk for Red Alert

Post by Matt »

Shall we add the controversial build limitation radius and cooldown BaseProvider trait to the Red Alert mod? It is currently active in both the Tiberian Dawn and Dune 2000 mod to prevent problems with exploitative tactics. You will need to redeploy or build a new MCV to expand your base then.
Last edited by Matt on Sat May 11, 2013 3:58 am, edited 1 time in total.

psydev
Posts: 84
Joined: Sat Mar 31, 2012 4:49 am

Post by psydev »

Yes.

It basically solved the basewalking problem in C&C.
In Dune 2000, it removed annoying engi rushes + building turrets in the enemy's base across the map. (It just got old as a tactic after a while).

xan2622
Posts: 80
Joined: Fri Mar 15, 2013 9:27 pm

Post by xan2622 »

I think there could be an extra checkbox on the lobby to enable/disable the 'build limitation radius' at will.

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SoScared
Posts: 1116
Joined: Wed Apr 11, 2012 6:16 pm
Location: Oslo
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Post by SoScared »

No!

I hate basewalking as much as the next noob (I've ranted about it since I started playing OpenRA) but I don't think a complete overhaul of the mod would be beneficial to the game experience. I think there are better alternatives.

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