Command and conquer red alert 3 factions
How each ability is employed varies: some are toggled on or off, others are targeted, and still others are triggered the instant one presses the button.
Manually controlled secondary abilities are common to each and every unit in the game. This was a standard strategy for Command & Conquer 3: Tiberium Wars/Kane’s Wrath, where players would try to build more of one unit faster than their opponent. The use of naval units and various unit abilities also helped stop players from sticking to one unit and constructing large amounts of them (or spamming) them early game. Buildings and entire bases can be constructed on water, save for such things as ground unit production facilities, and players who “ignore the ocean likely forfeiting a significant part of their potential economy to their opponents.” Further stressing this is the fact that, despite some campaign maps being entirely land based, all multiplayer maps have significant bodies of water in them. Executive producer Chris Corry has stated that many units are now amphibious, trading effectiveness for increased flexibility. Naval warfare is emphasized as another front. Each side’s plotlines are mutually exclusive, unlike Tiberium Wars and its preceding and following expansion packs, but like the rest of the Command & Conquer series. The campaign has nine missions for each side. Computerized characters can be given extremely simple commands, such as an order to take a specific position or to strike a specific target. Teams share income and generally start with the same forces. When you play online, this is another human player, whereas if you play offline, one of several computer-controlled characters will be your ally. Each mission is played alongside an ally. The “single-player” campaign is now fully co-operative. Red Alert 3′s major refinements are the addition of the Empire of the Rising Sun to the factions of the sub-series, similar to what Tiberium Wars did with the Scrin faction, a co-operative campaign, and expanded naval warfare.
Weapon types are specialized to the point where a rifleman can withstand direct hits from an anti-tank cannon. Structures form a shallow but wide tech tree with a variety of units and elusive superweapons.
Warring factions harvest resources using vulnerable collectors and then use those resources to construct military bases and forces on-site. Retains the core RTS mechanics of the Command & Conquer series.