Last update: May 9th, 2013
If you have an honest question about Renegade X, then please, ask it on this thread.
We'll do our best to answer them for you, and those questions which we think are worthy of an FAQ page, will be immortalized, and officially listed right here.
Q: When will the multiplayer standalone be released?
A: The Renegade X multiplayer beta will be released on February 26th 2014. Other versions will follow.
Q: Will this team remake the original Renegade maps for this mod?
A: Many classic maps from C&C Renegade have been remade for Renegade X, including Field, Mesa, Islands, Walls_Flying, and Hourglass. We will also be making our own level designs.
Q: Will we (the fans) be able to make our own maps?
A: Unfortunately we will not be releasing an editor for Renegade X
Q: What enhancements will we see in C&C mode?
A: Airstrikes, items, tech buildings, sidearms, the UE3 graphics and physics, ADS, nightvision, new secondary fire modes, showing proximity mine counts and building status on the HUD, mounted chainguns on Transport Helicopters for passengers, vehicle purchase queues, and much more.
Q: Will we be able to customize skins/sounds/boink/models with Renegade-X the way we could in C&C Renegade?
A: No. This is for multiple reasons. The main reason is just the way data is handled in UT3 with materials, code, and packages. In order to change a skin you would essentially have to change the version of the mod, which means you wouldn't be able to play on servers, and even then the server would download the original "correct" files and use those anyways. A secondary reason is to prevent "advantage skin" exploits/cheats.
Q: Will the multiplayer feature any new game-modes?
A: There are plans to introduce new game modes sometime after the February 26th release.
Q: What additions in terms of units and buildings will we see?
A: You can expect to see tech buildings in some of Renegade X's maps.
Q: Will Renegade X re-introduce third person view?
A: Yes.
Q: Will there be first person views inside vehicle cockpits?
A: Yes.
Q: Will Tiberium Fields look the same as they were in Renegade?
A: The Tiberium Fields will stick to the C&C canon. We'll be using a mixture of the C&C3, Renegade, and Tiberian Dawn design of Tiberium crystals/pods and the ground underneath them.
Q: C&C Renegade had a vehicle limit of 7 online. How will limits work in this mod?
A: Vehicle limits will be totally up to the host of the server. It'll be a variable, so hosts can choose how many vehicles they want per team.
Q: Some people found some of the bugs in C&C Renegade useful, such as using Purchase Terminals through walls on the Barracks or Weapons Factory. Will you keep some of the bugs intentionally?
A: Sorry folks, you're not supposed to be able to use PTs through walls and you won't be able to in Renegade X. Some other bugs that we won't carry over are pistols not being preloaded, Stealth Black Hand reveal glitches, and disproportionate points awarded for sniping a tank. You're not getting points for that charlie, quit being a coward and face the tank like a man!
Q: Will you have a game mode to allow for tunnel nukes? Some found this a valid tactic.
A: No. Splash damage in the multiplayerl does pay attention to walls unlike in C&C Renegade. We would have to intentionally make the Nuke (and any other weapon) ignore splash collision. Although it does damage in a volume because it is a superweapon, we'll have to carefully adjust how it does damage. We might just make a volume in tunnels where beacons are just disabled from planting.
Q: Will stealth soldiers and stanks periodically shimmer so they can be detected as in the old game?
A: No, only when shot or you get really close to them.
Q: Will MRLS missles seek the same way?
A: They'll home in on a target if you hold your cursor over the target for a few moments to lock on.
Q: Some sort of expanded communications would be nice. While full voice is available common now, listening to children is often not a good time. It would be nice to have the full commands from the old game supported like "defend the power plant". Add "I've mined the power plant" etc.
A: The multiplayer will introduce a "spotting" mechanic that will allow you to communicate with your team, spot enemy targets, call for an attack on specific buildings, call for an defense of your buildings, call for repairs, and more.
Q: Will buildings collapse when destroyed?
A: The short answer is no. We believe it would cause more gameplay problems than it is worth. However, unlike in Renegade where a destroyed building only had a texture change, a few smoke emitters, and red lighting, we'll punch a few holes in the walls, knock over a few support objects, and make debris, but nothing as extreme as total structural collapse.
Q: With the enhancements to Renegade you're making, will you allow passengers to fire out of vehicles?
A: Only out of the Transport Helicopters.
Q: How will character switching work?
A: Exactly the same as in C&C Renegade. Walk up to a Purchase Terminal, hit the action/use key and navigate through the interface to switch characters if you have enough credits.
Q: C&C Renegade has announcements like "Hand of Nod under attack" or "GDI Power Plant destroyed", will these be in Renegade X?
A: Yes all the important informational announcements will be in Renegade X.
Q: Is the kill boink sound going to make a return?
A: You bet your ass it is!
Q: Will Renegade X have AI bots?
A: Yes! Bots will be able to play C&C mode, both offline and online. Those who have played C&C Renegade know that its bots were as dumb as a rock, in fact a server admin will be able to set up a system where bots fill empty spots on both teams until real people join, then they'll take one of the bots' places. This way servers can stay full or have small matches at their discretion.
Q: Okay with that said, will the AI cheat like many AI's are known to do?
A: Well if you're referring to the AI seeing invisible units, then no they won't if we can help it (aside from base defenses, which will still detect invisibility at all ranges due to gameplay reasons). The AI modified from Unreal's AI will follow rules (such as character/vehicle purchasing, credits use) better than the C&C Renegade AI ever could.
Q: Since Unreal has better physics than C&C Renegade, will you alter some vehicles, such as the projectile physics for the Artillery actually being a parabolic arc?
A: Artillery projectiles, grenade launchers, and C4s will all have an arc when fired. Most weapons are point-and-shoot.
Q: Will you incorporate Free Aim?
A: Yes. By default Unreal's cameras are locked to vehicle turrets, but if our coders can come up with a free aim system for locking the camera to the chassis (and unlocking free aim for infantry) then we'll have it.
Q: Will Renegade X have the same scale as in C&C Renegade?
A: Yes the scale of units/vehicles/structures/maps/movement speeds will be very close to those of C&C Renegade. The exception is that Renegade X has a "sprint" function.
Q: There are also a lot of new features implemented by server side mods on C&C Renegade nowadays such as veterancy levels, many crate pickups, vehicle shells which can be restored, ammo packs/backpacks, health, or armor that players drop when they are killed etc... Are you guys considering of implementing any of it?
A: Yes we'll be making a lot of those enhancements in Renegade X (But not all of them). Most of them will be options that server admins can turn on or off, and by default they will be off.
Q: Will you have different sets of camouflage for buildings and vehicles depending on the map environment? (E.g. snow, desert, forest, urban)
A: Unfortunately not.
Q: Will you tell new players to this gametype how it works?
A: Yes we will make some tutorial videos about the basics of C&C Mode, tips, tricks, etc. in a manner similar to the Unreal gametype tutorials.
Q: Will you stop Base-to-Base missile fire exploits?
A: This is a map problem, and yes, we will be making alterations to maps to prevent it. (Such as a natural rock bridge blocking MRLS-to-HoN missiles from next to the GDI Barracks on Islands.)
Q: Will helicopters have a realistic Rotor volume, so it hits and does damage to things if it comes into contact with certain things?
A: No, they won't do damage to other things (like cutting up infantry), and your helicopter won't take damage. However, if you're flying really fast and smash into a wall at high velocity, then yes your aircraft will take damage. In fact, all vehicles will take a little damage if you crash into stuff at high speeds.
Q: Will there be weather like snow/fog/rain/dust storms?
A: Yes. It might be on a timer, or it might always be on. This will be on a map-by-map basis.
Q: Will this weather make it easier to spot stealthed units? (Like water rolling off of an invisible object.)
A: No, because it would break the balance if you could see invisible people on many of the maps. Little movement puff of dust/water/snow that were in Renegade already will probably stay though.
Q: Will harvesters work like original CCR?
A: Yes. Harvesters will function the same way as in Renegade. AI Harvester goes to and from the field/Refinery which gives you credits. They'll follow a predetermined path and will not take evasive action.
Q: Will you address how weird it looks when you disarm a Nuke beacon 2 seconds before the nuke detonates only to have the missile vanish/do nothing?
A: Yes. The idea we're considering is just delaying the actual attack animation until after your 30 seconds are up. So the Nuke/Ion animation wouldn't start playing until after the 30-seconds-to-disarm period is over and there is no way to stop the attack.
Q: Can we lock vehicles to prevent team theft?
A: Yes, vehicles will be automatically bound to you when you buy them. You can then control who has access to them or just lock them. You can unlock them to give them to someone else by pressing L. Enemies will always be able to steal your vehicle if you leave it empty. You can only have one vehicle bound/locked to you. Instead of needing to type a command you'll probably be able to push a button for all bind/lock/kick functions.
Q: Might you add Blue Tiberium to certain maps?
A: Yes - Mesa.
Q: Are you going to bring over some of the more specific animations from Renegade like specific death animations, or those fun animations like saluting?
A: Maybe.
Q: When you die, will your body disappear immediately like in Renegade?
A: Bodies (or body parts) linger for a few moments depending on how you were killed (rocket launcher vs bullet vs Tiberium, etc.).
Q: Will the explosions throw players around?
A: Only upon death.
Q: Does that mean we'll be able to wall-jump with some explosions?
A: No.
Q: Will we be able to spectate at any time?
A: No, but we will be including RypelCam with Renegade X, which allows players to record their games, watch them from any angle, slow them down, speed them up, and make cool videos out of them.
Q: Will names of enemies only be displayed if you target them or hit them?
A: We're doing names the same way that they were done in Renegade.