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Game modes in Mental Omega APYR 3.3 are available in both skirmishes and multiplayer games. Currently, there are 12 game modes are available to play with 12 subfactions (e.g. United States, Russia, PsiCorps, Haihead, etc.). The mod allows over 400 maps in skirmish and online to be played.

List of game modes

Standard

The most commonly played game in Mental Omega. It is similar to regular skirmish in Red Alert 2 and Yuri's Revenge. Formerly known as Battle and Teams in 3.0 and older.

Free for All

Alliances between players cannot be formed before and during a match. Existed in older versions, then removed briefly before finally restored as of version 3.3.4.

No Bases

Main article: No Bases

As the game mode states, there is no base building of any kind; instead, players only have their starting units of various composition (including stolen tech units). The only way to win is to beat enemy player's main unit that replaces the MCV, the Centurion Siege Crawler, if Short Game is enabled. Careful micromanagement is a must in this gamemode, as there is no way to train/construct more units other than from random crates. This mode also fixes starting unit count to 50 (enforced by the client).

In older versions, this game mode is known as Survivor in version 2.0 and Judgement in version 1.2. In version 2.0, Team Survivor (added rules of Team Alliance game mode) and Stealth Survivor (added rules of Blinded game mode) game modes are also available. In version 1.2, the "main unit" is an amphibious transport.

Tech Share

Main article: Tech Share

This mode allows one to play a faction with all of the subfaction's technology (e.g. if playing as the Allies, all USA, European Alliance and Pacific Front technology are available).

Infantry Only

Main article: Infantry Only

This mode disables war factories (including vehicles, aircraft and epic units), naval shipyards (including ships), airforce command (except Tech Airport), economy boosters (e.g. Ore Purifier, Reprocessor) and the Last Bastion Plasmerizer excluding all the faction's ore miners, Paradrop planes, Spy Plane, Recon Sortie planes and Coronian Harbinger. Limited MCV is enabled, while Stolen Tech Units, and No Naval Combat are disabled (which is enforced by the client). All the subfaction's technology of the faction are combined and adjusted for availability. Same mechanics as Standard game mode.

In older versions, the game mode is called Bloody Games.

Unholy Alliance

Main article: Unholy Alliance

This mode disables Mental AI Boost (enforced by the client). It allows starting a game with all 4 MCVs of each faction to play with, every technology of all subfactions are now under the player's control. Most technology buildings have a reduced price in this mode as well.

Ultimate Alliance

Main article: Ultimate Alliance

This mode is the same as Unholy Alliance, but when economy boosters like the Allied Ore Purifier are built, stolen tech units are available to be made.

Assault

Main article: Assault

Players attempt to attack their enemy's flag while protecting their own. Destroying the player Flag automatically results in defeat for its owner.

Capture

Main article: Capture

Players attempt to capture the enemy's flag while protecting their own. Capturing a player Flag with Engineers automatically results in defeat for its owner.

Islands

Main article: Islands

This mode disables No Naval Combat (enforced by the client). Players start a base on an island. Players must attack the base using naval and air assaults.

In older versions, this game mode was known as Naval War.

Fortress

Main article: Fortress

This mode disables Superweapons (enforced by the client). Each player starts with a unpackable Construction yard either on an empty (as the attackers) or fortified area (as the defenders). The attackers must destroy the defenders' fortified base whereas the latter do the same before being overwhelmed by the attackers' superior numbers.

King of the Hill

Main article: King of the Hill

Capture a Psychic Beacon on the middle of the map and defend it from enemy capture. When the beacon is on the player's or team's side for 20 ingame minutes (6 ingame minutes per minute), the game ends.

Oil Control

Main article: Oil Control

This mode disables the refinery, ore miners, ore and economy boosters (Ore Purifier, Industrial Plant, Cloning Vats and Reprocessor). Same game mechanics as Standard mode. This mode also enforces Immune Oil Derricks. Players must capture, earn money and defend the only sources of income, the Oil Derricks and Deposit Banks before the enemy does.

In older versions, this game mode was known as Megawealth.

Bounty Hunt

Main article: Bounty Hunt

This mode disables the refinery, ore miners, ore and economy boosters (Ore Purifier, Industrial Plant, Cloning Vats and Reprocessor). This mode also replaces the Tech Oil Derricks with Tech Supply Bunkers where the player can garrison their troops to receive crates. This mode also enforces Immune Oil Derricks and Crate Appears to make the Supply Bunkers invulnerable and properly produce crates. Other than money crates, the only way to earn money by killing enemy units or destroying enemy buildings. The higher the veterancy, the higher the bounty.

Older game modes (v3.0 and older)

Meteor Shower

This mode allows players to build structures and train units faster while your AI using "magical cheating powers" against you. This mode was only available in 3.0 and older (it was known as Meteor Swarm in version 2.0 and older); in 3.3 it was replaced with the Mental AI Boost game option which can be combined with other game modes.

Lost Colony

This mode is set on a battlefield outside Earth's atmosphere, where factions use modified arsenals, including Soviet Cosmonauts, Allied Rocketeers, Epsilon Acolytes and space-based weaponry. Refineries and ore miners are unbuildable and there's no ore to mine: players have to capture Tech Supply Docks (which work like Tech Oil Derricks or Tech Deposit Banks) to earn money. This mode was only available in 2.0; while the 3.3.3 skirmish map Extra Small uses the Moon theatre, it is a standard Oil Control/Bounty Hunt map.

Turtle Camp

Stationary defense costs are reduced and their armor is doubled. This mode was available in 2.0 only.

Bountycore

Similar to the present day Bounty Hunt, but without the Tech Supply Bunkers and abundant crates. Credits are received by killing enemy units/buildings. Oil Derricks is also available, but less money is acquired than in Megawealth. This mode was available in 2.0 only.

Own Tempo

This mode disables players to build defenses in their bases, unfortunately they must use their units to defend it. This mode was available in 1.2 and 2.0.

Blinded

This mode causes Construction Yards to cause every friendly unit and building around it to become invisible. Basic infantry and vehicles are armed with sensors to compensate for this. This mode was available in 1.2 and 2.0.

Foresight

This mode disables shroud as soon as the MCV is deployed. Also, this causes Construction Yards to be equipped with the psychic detection from the Psychic Sensor from vanilla RA2; in other words, it is nearly impossible to hide anything to players, aside from cloaked and submerged units. This mode was available in 1.2 and 2.0.

In version 2.0, Gap Generators and Psychic Interrupters are unavailable.

Armor Fist

This mode is the vehicle equivalent of the Infantry Only game mode in the latest Mental Omega version; only vehicles are allowed to be built. This mode was available in 1.2 and 2.0.

Meat Grinder

This mode restricts advanced units and buildings, limiting players to only Tier 1 units. The official websites mention that this fulfills the "Tutorial" aspect of the mod, as it tests a player's skill without tricky weaponry against them. This mode was available in 1.2 and 2.0.

Ultimate Out

Support superweapons (e.g. Chronosphere) is always available, whether or not Superweapons is disabled. This mode was available in 1.2 and 2.0.

Tech Contract/Tech Power

All country-specific units are available for each side. In the case of 2.0, all country-specific bonuses are available for each side.This mode was available in 1.2 and 2.0.

Armaggeddon

This mode allows access to all superweapons in the game for a player to build after a Tier 3 access building is constructed, no matter which faction is chosen. This mode was available in 1.2 and 2.0.

Crate War/Unknown War

Known as Crate War in 2.0 and as Unknown War in 1.2, crates spawn rate increased drastically, and their contents can vary. However, Nuclear Missile crate is unavailable. Needless to say, this mode was available in 1.2 and 2.0.

Land Rush

All players start in the middle of the map and must find a good location for their base. In version 1.2, A.I. deploys in starting positions already, giving them an edge over human players. This mode was available in 1.2 and 2.0.

Calm Mind

All mind-controllers are unavailable to build or train. This mode was available in 1.2 only.

Atomic Flash

No matter the faction chosen, the Nuclear Reactor is available after deploying a Construction Yard. In addition, a Nuclear Missile is available in nearly every crate, which can either be used normally or explode on the spot. This mode was available in 1.2 only.

Elite Force

Nearly all units will use their elite weapons for the entirety of the match. This mode was available in 1.2 only.

Harvested

Storage, armor and speed is increased for all ore miners. This mode was available in 1.2 only.

Artificiality

All robotic units will be available to each faction. This mode was available in 1.2 only.

Unspecialised

Country-specific bonuses are disabled, but country-specific units are still available. This mode was available in 1.2 only.

Tech Owned

Every building is available after after deploying the MCV into a Construction Yard, meaning that any prerequisites are gone. This mode was available in 1.2 only.

Limit Break

Build limits are disabled for applicable units and buildings (e.g. more than 1 Centurion can be built). This mode was available in 1.2 only.

Bugs, glitches and fixes

  • A known glitch was found after the crates are collected from the Supply Bunker in Bounty Hunt, where sometimes one of the bunkers have no crates appearing again. This was an engine bug.
  • In 3.3.0, owner's player flags may be located on random bases that isn't theirs. Some of the players didn't know there is a bug, a problem that players will start a game at random locations. This bug is fixed on the next version (3.3.1).
  • When Unholy Alliance was introduced in 3.3.0, players might not able to access to Tier 3 Allied structures and units due to disabling the Air Force Command HQ due to unknown reasons. This problem is fixed and players may able to expand Tier 3 Allied units/structures as any faction in 3.3.1.
  • When Oil Control and Bounty Hunt was introduced in version 3.3.0, Epsilon players don't have access to train Viruses or build Dybbuk-Evolvers due to the disabling of Cloning Vats in these modes because the structure is considered an ecobooster. This problem is fixed and 2 of the units may able to require at least one Chimera Core to be built in 3.3.3.

Trivia

  • The standard mode resembles Battle and Teams modes, there will be also another option that there will be Ally Change Ingame setting in all modes.
  • During development for 3.3, there were placeholder names for some game modes[1]:
    • Oil Control was named Petrowar.
    • Tech Share was named MixTech.
    • Unholy Alliance was named AllTech.
    • Meteor Shower in 3.0 (which is now the Mental AI Boost option) was named Overdrive

References

  1. Proposed Changelog for Beta Revision 2 in the old Mental Omega 3.0 website
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