Empire King Oni Unit Profile
Beta9
06 Jul 2008
That beast is a pure beast <_<
It looks majorly oped but it's so badass looking. Reminds me of something straight out of Gundam
It looks majorly oped but it's so badass looking. Reminds me of something straight out of Gundam

CommanderJB
06 Jul 2008
@Allstarz: Here's a quick overview of the Ore Node system from GameReplays.com's 7 Important Things About The Red Alert 3 Trailer article:
@Topic: This looks very powerful. I get the feeling it'll be the Empire's Kirov - big, expensive, tough, and hard to get it where you need to go, but utterly devastating if it does arrive. Also, there's no mention of it being amphibious, so that's likely to be a big limiting factor on its power in this heavily navalised game.
Quote
7. Regulated economy
What this means for gameplay
Everything. In fact it's so important, rumor has it that God postponed the apocalypse once he saw this trailer and realized that RA3's chances of being a terrible game went from possible to virtually zero.
Basically, it appears as if there are no ore fields in RA3. Instead they have been replaced with some sort of ore storage facility that only one harvester can collect from at a time. Compare this with C&C 3 where you can have several harvesters on a field at once, and you can see how this will impact gameplay.
Now it seems that the income rate is limited to how many of these ore facilities you happen to control. It prevents you from making a half dozen harvesters and inflating your economy to some absurd income rate that lets you produce Patton's entire third army every minute. If you want a stronger economy, you will probably have to expand in order to get it. So the number of ore facilities there are on the map will determine what your income rate per minute will be.
What's more is since only one harvester can collect from them at a time (it seems, based on the design of the structure), then it will last a certain amount of time before it's depleted (if it's depleted at all). This means that rather than a field of tiberium or ore being "locusted" in the space of 2 minutes, completely ruining its importance as a strategic point of harassment before the game even fully gets under way, ore facilities can be tuned to last much longer. Let's say one facility gives up ore at a rate of $1,000/minute. If there is $10,000 in it, it will last 10 minutes. That's a much larger window of opportunity to harass your opponent's economy.
Most importantly, this allows EA to have control over the production pacing of the game. If they don't want players making 50 tanks every minute, they can just set the output of the ore facility to some specific value that can avoid massive armies and chaotic battles. Instead, they can easily decide what a comfortable average army size is, and stick with it. This could mean more micro, more tactical depth, and more intense combat.
What this means for gameplay
Everything. In fact it's so important, rumor has it that God postponed the apocalypse once he saw this trailer and realized that RA3's chances of being a terrible game went from possible to virtually zero.
Basically, it appears as if there are no ore fields in RA3. Instead they have been replaced with some sort of ore storage facility that only one harvester can collect from at a time. Compare this with C&C 3 where you can have several harvesters on a field at once, and you can see how this will impact gameplay.
Now it seems that the income rate is limited to how many of these ore facilities you happen to control. It prevents you from making a half dozen harvesters and inflating your economy to some absurd income rate that lets you produce Patton's entire third army every minute. If you want a stronger economy, you will probably have to expand in order to get it. So the number of ore facilities there are on the map will determine what your income rate per minute will be.
What's more is since only one harvester can collect from them at a time (it seems, based on the design of the structure), then it will last a certain amount of time before it's depleted (if it's depleted at all). This means that rather than a field of tiberium or ore being "locusted" in the space of 2 minutes, completely ruining its importance as a strategic point of harassment before the game even fully gets under way, ore facilities can be tuned to last much longer. Let's say one facility gives up ore at a rate of $1,000/minute. If there is $10,000 in it, it will last 10 minutes. That's a much larger window of opportunity to harass your opponent's economy.
Most importantly, this allows EA to have control over the production pacing of the game. If they don't want players making 50 tanks every minute, they can just set the output of the ore facility to some specific value that can avoid massive armies and chaotic battles. Instead, they can easily decide what a comfortable average army size is, and stick with it. This could mean more micro, more tactical depth, and more intense combat.
@Topic: This looks very powerful. I get the feeling it'll be the Empire's Kirov - big, expensive, tough, and hard to get it where you need to go, but utterly devastating if it does arrive. Also, there's no mention of it being amphibious, so that's likely to be a big limiting factor on its power in this heavily navalised game.
Archon
06 Jul 2008
Good thing will be if Oni could pack into fast transport vehicle as ability.
Red
06 Jul 2008
Yub, Its like a kirov... slow moving that can withstand to almost every thing!!(hope its not true... or else OP...)
Still nice mech
Hope to see more Empire units
Edit : What the hell are you talking about Ancient soho!?!?
Edited by Red, 06 July 2008 - 10:45.
Still nice mech


Edit : What the hell are you talking about Ancient soho!?!?
Edited by Red, 06 July 2008 - 10:45.
CommanderJB
06 Jul 2008
With a unit that powerful? I certainly hope not. It seems like Supreme Commander's experimental units - if you get them to the enemy, they're screwed, but getting them there in the first place is half the battle.
Archon
06 Jul 2008
With economy system in RA3 and cost of King Oni, its hard that you can have even one Oni on field.
CommanderJB
06 Jul 2008
Well, we don't know that for sure, but as other people have said it needs to be balanced by other areas than just cost, and I think this looks like the main one. That and its inability to defend against air units.
Red
06 Jul 2008
A heavy mech with no aa weapons is the best way to counter it with air units...
Kirov vs Oni = Kirov wins
I hope this unit will be a T3 unit with a higher cost and longer built time then apoc. tank seeing that a single laser vision can blow one apoc....
Kirov vs Oni = Kirov wins
I hope this unit will be a T3 unit with a higher cost and longer built time then apoc. tank seeing that a single laser vision can blow one apoc....
Sgt. Rho
06 Jul 2008
@Soho: No, it's ability is to run with his arm in front and stamp through anything.
Jerinx
06 Jul 2008
Red, on 6 Jul 2008, 19:49, said:
A heavy mech with no aa weapons is the best way to counter it with air units...
Kirov vs Oni = Kirov wins
I hope this unit will be a T3 unit with a higher cost and longer built time then apoc. tank seeing that a single laser vision can blow one apoc....
Kirov vs Oni = Kirov wins
I hope this unit will be a T3 unit with a higher cost and longer built time then apoc. tank seeing that a single laser vision can blow one apoc....
The tank in the vid is not Apoc tank D:
It is Hammer Tank
KiraSama
06 Jul 2008
apocalipsis with his magnetic harpon and the cryocopter sounds like the natural counter for the oni, at least i think, even then i hardly believe they will be able to kill the soviet main battletank in one shot in the final game, remebet the concrip and peacekeeper profiles and how they in they own profiles killed the other in one shot but in the opposing profile they didnt do anything at all damage wise
Archon
06 Jul 2008
The Wandering Jew
08 Jul 2008
If it does not have any anti-aircraft weapon, then send in yer TwinBlade 'choppers.
Z_mann
08 Jul 2008
I dunn like it :( O well, maybe I'm just nostalgic about good old RA-s...
Maybe if every side gets some sort of an OP monster, it will balance out?
Maybe if every side gets some sort of an OP monster, it will balance out?

Archon
08 Jul 2008
KiraSama
08 Jul 2008
BeefJeRKy
08 Jul 2008
Ancient soho, on 8 Jul 2008, 12:13, said:
I wouldn't judge from the video because I believe that they pumped up its power for demonstrative purposes. Compare the Peacekeeper video and the Conscript video and you'll understand what I mean. I hope that EA's team won't screw up the balance too bad.
Also, I must mention that the overhaul for the King Oni is simply awesome! It looks like the Empire's most powerful unit! Also I think the Red Oni might be a heroic version, but who knows?
Admiral FCS
08 Jul 2008
KiraSama
08 Jul 2008
Ancient soho, on 8 Jul 2008, 23:37, said:
They said that red Oni have AA purpose.
as far as i know they didnt say ANYTHING at all of the red king oni
fun fact: in Gundam Char Aznable piloted a Red Zaku 2 Command type
hence i wont be surprise if the red one is a command unit in red alert 3 who you need to build before be able to make the normal ones(but of course this is 100% speculation for my part
Archon
08 Jul 2008
I founded that in red Oni's description on Revora forums.
Somebody already posted link for RA3 section here.
Somebody already posted link for RA3 section here.
KiraSama
08 Jul 2008
Ancient soho, on 9 Jul 2008, 0:10, said:
I founded that in red Oni's description on Revora forums.
Somebody already posted link for RA3 section here.
Somebody already posted link for RA3 section here.
link to the thread in self? i found the ra3 unit list and it said:
Quote
Advanced Support (AA/AT?) Vehicle: Red Oni (?)
and that isnt official at all and i am sure the "?" is meaning they dont know for exactly what is it
Overdose
08 Jul 2008
Today's japanese lesson:
King Oni = devil or demon King.
Demons inhabit the makai realm = hell
Maou= Overlord or demon king.
King Oni = devil or demon King.
Demons inhabit the makai realm = hell
Maou= Overlord or demon king.