why make ra1 like the failure red alert 2?

production que

Discussion about the game and its default mods.
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Gecko
Posts: 51
Joined: Mon Oct 04, 2010 10:05 pm

Post by Gecko »

The OpenRA devs have their own vision of how things should be done.

If you do not agree, you can try to in discussion with them (on irc) but I advice to not 'troll' like this...

They are open for friendly suggestions.

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Sleipnir
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Joined: Wed Apr 10, 2002 11:52 pm
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Post by Sleipnir »

Yes, we know. Obvious troll is obvious.

If you continue to post useless threads like this without responding to our feedback, I will delete them.

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hamb
Posts: 112
Joined: Mon Oct 18, 2010 4:57 pm

Re: why make ra1 like the failure red alert 2?

Post by hamb »

Jayman wrote: This is not the red alert game.. everything good about the game is taken out.. Production que? REALLY? just throw 9999 tanks in there and away you go. red alert 1 was about timing and speed. go to tunngle and kali. ask the left over ra community what they think of open ra. why make the game like red alert2 which everyone was so disapointed with.....
There's no "multiple WF (or any production buildings for that matter) = faster build speed."

I'm assuming you're talking about building tanks on maps like HJK6 (all I can remember). Which is fun, no doubt. But I would just reiterate what Gecko said.

Someone could make an "ra classic" openRA mod if they wanted.

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