Rather than removing bad crates, how about different colour crates.
For example
Blue = no/low risk or moderate reward (unit speed increase, squad crate, armour increase etc)
Green = Reveal map, 2k credits, shroud map, explosion etc.
Just an idea.
or
A lobby option to disable 'Baddy crates'
Search found 36 matches
- Sun Feb 12, 2017 1:44 pm
- Forum: General Discussion
- Topic: Red Alert Overhaul (third Soviet faction, Uzbekistan)
- Replies: 157
- Views: 119992
- Wed Jan 18, 2017 10:10 pm
- Forum: Mapping and Modding
- Topic: [SHP] New Tiberium trees
- Replies: 2
- Views: 3166
- Tue Dec 27, 2016 1:41 pm
- Forum: General Discussion
- Topic: Should Flame Throwers explode?
- Replies: 36
- Views: 24942
- Thu Dec 15, 2016 9:45 pm
- Forum: General Discussion
- Topic: MCV Balance Playtesting
- Replies: 162
- Views: 140858
I have not played RA2 and I would assume there are others too. I don't understand what this means. Could you please elaborate more? RA2 was the first Command & Conquer introducing the multiple build queues (buildings, defenses, infantry, vehicles) we also use in OpenRA today. TS still had only two ...
- Thu Dec 15, 2016 10:02 am
- Forum: General Discussion
- Topic: MCV Balance Playtesting
- Replies: 162
- Views: 140858
How about keeping the RA2 style tabbed building system, but only allowing 1 of any building to be built at any time like TS and games before? The chances of a pillbox spam will be greatly reduced if the player is half way through building a tech center for example. It could also potentially > even p...
- Sun Dec 04, 2016 10:32 pm
- Forum: General Discussion
- Topic: Spy in RA
- Replies: 6
- Views: 4064
- Mon Nov 28, 2016 2:22 pm
- Forum: General Discussion
- Topic: Weather effects
- Replies: 6
- Views: 4223
- Thu Nov 24, 2016 12:26 am
- Forum: General Discussion
- Topic: Is there anything from Red Alert not yet implemented?
- Replies: 41
- Views: 35024
Map options: MCV Crate - when player has no MCV/Construction Yard, then any crate they find has a much higher chance (perhaps it was even 100%) of being an MCV We had this a few years ago but you can just always sell your conyard and get a bunch of infantry engie and 2000$ also base was sometimes n...
- Wed Nov 23, 2016 10:41 pm
- Forum: General Discussion
- Topic: Is there anything from Red Alert not yet implemented?
- Replies: 41
- Views: 35024
Map options: MCV Crate - when player has no MCV/Construction Yard, then any crate they find has a much higher chance (perhaps it was even 100%) of being an MCV We had this a few years ago but you can just always sell your conyard and get a bunch of infantry engie and 2000$ also base was sometimes n...
- Wed Nov 23, 2016 10:37 pm
- Forum: General Discussion
- Topic: Gap Generator, Balance, Projectile Shadows - Playtest Build
- Replies: 10
- Views: 7244
- Wed Nov 23, 2016 12:18 pm
- Forum: General Discussion
- Topic: TD Aircraft
- Replies: 61
- Views: 86485
- Mon Nov 21, 2016 10:47 pm
- Forum: General Discussion
- Topic: Is there anything from Red Alert not yet implemented?
- Replies: 41
- Views: 35024
I didn't realise there was an option to turn off redeployable MCVs in the game setup menu?zinc wrote: ↑The destroyers may have been deliberately changed I think?
We already have mcv crates, and redeployable mcv's so not sure why you mention these.
- Mon Nov 21, 2016 9:46 pm
- Forum: General Discussion
- Topic: Is there anything from Red Alert not yet implemented?
- Replies: 41
- Views: 35024
Map options: Redeployable MCVs (this was only in TS as you could not redeploy MCV at all in RA1) Shroud Regrows Destroyers with Secondary 'Depth Charge' weapon for killing subs Tesla zap weapon having x3 short burst for killing infantry or x1 powerful shot when targeting vehicles/buildings Anti Pers...
- Mon Nov 21, 2016 12:36 pm
- Forum: General Discussion
- Topic: Gap Generator, Balance, Projectile Shadows - Playtest Build
- Replies: 10
- Views: 7244
- Mon Nov 21, 2016 12:35 pm
- Forum: General Discussion
- Topic: Idea to modify sandbags / walls building
- Replies: 16
- Views: 10370