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Lord Kal is building an innovating mod conceptually, and this is what
i got off him:
ArgCmdr: So, first off, what does Broken Alliance consist of, and
what is its goal?
Lord Kal: Well,
Broken Alliance's consists of 5 countries and one terrorist organisation
battling out for control of Russia. Of course the conflict takes you to
many other places as well. Its goal is to make ra2 a more tactical and
strategic game, because when I was online I noticed that a lot of the
game tended to be down to who could click the fastest and I didn't like
that. I feel that Strategy games should be just that, strategy.
ArgCmdr: Hm, i see. What strategical elements do you plan on implementing?
Lord Kal: Well,
for a start, I felt ore ran out too quickly, so I was originally going
to change that so it regenrated faster. But then I noticed that control
of territory in RA2 really didn't matter, and ore mines were hard to defend.
So thats how I came about changing that. Also, Broken Alliance hopes to
(almost) kill the tank rush. Although the defender will always have the
advantage in single battles, the one who prevails will always be the person
with the most well-balanced squad. Most strategy games have a rock-paper-scissors
style combat, and RA2 didn't. Broken Alliance expands on that, for instance,
Artillery is effective versus slow units like transports and large tanks,
but weak against recon units and light tanks.
ArgCmdr: Understandable, so my guess would be that youd also use
sight bonifications depending on height, and Anti-Player AI? That last
feature is very little used around C&C mods.
Lord Kal: Certainly.
Bonuses will be awarded for height, and we're thinking of ways using structures
so you can 'dig in' vehicles making them static but improving in defense
greatly. The AI hopes to be vastly improved, but rather than simple building
more task forces, the AI will react to what the player is doing. For example,
the AI won't continue to use the same task force, and it may try tactics
such as defending for a long time to give it the ability to build a huge
task force to overwhelm the player.
ArgCmdr: Yeah, principle of Anti-Player.
Lord Kal: It
won't persist in tactics that aren't working.
ArgCmdr: Well, thats a change from the usual game, luckily. Do
you have any estimation on announced additions? Meaning, ideas, that are
already implemented? For example, an explicit new ability, or superweapons,
etc.
Lord Kal: Well,
there will be two options for superweapons now. We're leaving the original
superweapons in, but probably changing them slightly. But there will also
be 'mini-superweapons', IE Missile Silos which might have the capability
to destroy one building
ArgCmdr: Hm, like the RA1 Nuke, for example.
Lord Kal: Yes,
or the Ion Cannon in the very first CNC.
ArgCmdr: Interesting.
Lord Kal: Oh,
also airstrikes and such. Paradrops aren't included because you can build
your own paradrop planes.
ArgCmdr: Well, more gameplay variations... You said youd focus
on some factions, which are those, namely?
Lord Kal: Well,
balance is the keyword, but for Alpha testing Britain and France should
be completed. For beta testing all sides will be near enough finished.
ArgCmdr: They are defined, though?
Lord Kal: Well,
we have a very clear idea of what we are doing next. Most testing will
go into the RLF because you will have to use compeltely different tactics
when fighting as them.
ArgCmdr: And, since you just mentioned a beta...any idea on how
the process of testing will be?
Lord Kal: Well,
in Alpha testing we'll be working on general fields, such as new naval
combat, new base defenses and the new economy system. In Beta testing
it will be mainly bugs, glitches, and prices for units. Alpha testing
will be for large changes to the RA2 system and Beta testing will be fine-tuning.
ArgCmdr: Hm, but will you sustain a public test phase?
Lord Kal: Anyone
can Apply for Alpha or Beta testing but after initial beta testing stages
it will be public to test, yes.
ArgCmdr: I guess more than one is happy to hear that. Moving on
from testing, about graphics, what is the plan, replacing all, some, just
adding?
Lord Kal: Basically
replacing all. Original RA2 units are completely done away with apart
from one or two, even they will have recolours. Some graphics jobs are
huge, such as work on the flagships, and even new monuments such as Buckingham
palace for the campaign.
ArgCmdr: Sounds promising. Will that be done from scratch as 2D
Art, or something else?
Lord Kal: Using
3d modelling. Almost all new units except infantry are converted from
3d models.
ArgCmdr: Thats great to hear! This makes a difference with most
mods, and makes it more flexible to creativity. As for outter features,
that is non-ingame, anything in plans? Videos, Theme Packs, new GUI?
Lord Kal: New
GUI is almost certain. There are already two promotional videos released
which, with a new scene and sound, are blended into a new one being released
as a trailer. There will also be 3d cut-scenes for missions, as well as
new voice acting. Theme packs will most likely be released.
ArgCmdr: So, there will be campaigns...any idea on format, size?
Lord Kal: The
campaign is the jewel in Broken Alliances crown. The list of missions
is available on the forums. There are 14 in total, and the London mission
may be one of the biggest ever, with lots of graphics being created specifically
for it, E.g. Palace Guard, Buckingham Palace. You'll have to do lots of
different tasks in the missions, from stopping armoured trains, covering
retreats, beating back an invasion of Britain, and of course the grand
finale, which I wouldn't want to spoil.
ArgCmdr: I guess whenever someone beats it youll have to take care
of him spoiling that.
Lord Kal: Heh
ArgCmdr: Finally, any thought on beta or alpha dates, or even release
dates?
Lord Kal: Alpha
testing will be starting in late april, which is not far away. But considering
the amount of work to be done I can only give a very vague release date
for beta testing so i'm saying late autumn this year. Possibly winter.
ArgCmdr: Well there´s much to follow up ahead. Good luck, and thanks
for your time.
Lord Kal: Thank
you.
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