It occurs to me that commander WWIII by fearthekumquat was a really cool game, it is a shame that his thread died. I liked the idea and decided I wanted to start my own line. I have a good idea of the story line, and where it is going to end.
There are four things that make this different:
1. The entire campaign takes place in one massive complex.
2. The events of this game are in the far future (not to mention fictional) and the events of this game are not obviously important on an empire-wide scale (we have empires now because country is too small a word and kingdom sounds old fashioned) within this game.
3. The only units you have access to will be infantry squads. Don't worry about that though, the combat is (mostly) going to be on a small scale, and the infantry in later levels have some very interesting and powerful weapons. It does however mean that if you aren't careful you lose a lot of men.
4. The levels are a good bit longer than the ones in similar games, you are fighting through a certain area, fighting through a large portion of enemies.
The stats are a bit more complex. Health is the same, run out of health, the unit dies. Speed and range are the same, speed determines how fast a unit can go, range keeps it away from enemies. Armor and damage get some big complexity boosts though. The damage and armor each has four numbers. They represent the types of armor and damage. Each successive armor and damage will always be less or equal to the last one, I will explain in full right now. Think of the piercing damage system, you have damage, armor, and piercing damage. The damage is the maximum amount of damage your unit can deal, armor subtracts however much damage your unit will deal, and piercing damage represents the lowest the armor can drop damage dealt down to. The same applies here. first damage number doesn't bypass any armor, first armor reduces first damage number, second damage number is piercing for first armor number and so on.
(For those of you curious, the damage/armor types are; damage: basic, piercing, explosive, energy. armor: armor, plating, blast protection, shielding) So units look like this: knife [hp:25; speed:2; range:1 ;damage:40,20,5,5; armor:10,5,0,0]
Other things will change the stats for combat, you can be ambushed by unseen troops, ambush enemies, scout to find enemies, cover your own units to reduce the damage taken (especially by ambushes), as well as environment, hazards, and structures. There will be vehicles and turrets, vehicles will be few and often alone, turrets are easy to get around and cover works even better against them.
There will be fifteen total levels, each one requiring a certain level(s) to be completed before it is unlocked, each one giving benefits when beaten as well as giving you more reinforcements, but each level completed also increases the power of enemies that needed to be beaten in other levels. In order to beat the game however, you will need to beat all fifteen.
Six of these levels are choke points in the story, they need to be beaten in order to unlock more levels (I guess that's true of all levels, but especially with these few). These ones will have sort of a boss battle, but not actual bosses. They will be units with high resistance while you have low level units that aren't built to handle those enemies under normal circumstances. However, all but the last two will be units you face as regular enemies during later levels. The real difficulty in the 'boss battles' is finding a way around having a particularly strong enemy in the group of hostiles.
goals: in each mission there will be multiple goals, each progressive one gets you closer to the end of the level, with the last one being nothing more than mopping up remaining hostiles.
environment: describes the conditions you are fighting under, most of the levels will have multiple environments, but they will not be listed until fighting is going on there.
hazards: obvious dangers, you can often times use these against the hostiles, but always be careful of them.
structures: these provide cover and firing positions, and are also destructible. They will no longer be listed when destroyed.
This game consists of four types of units, infantry, mechanized infantry, turrets, and vehicles.
infantry will be Green.
mechanized infantry will be Yellow.
turrets are Blue.
and vehicles are Red.
targets will be black.
Infantry are all your units will consist of (sorry), but can easily handle themselves.
Only weaker mechanized infantry will make appearances here, as none of them are military units, they will generally be tougher than infantry, but will have rather less fire power than you pretty soon.
turrets can't move, and are really only dangerous when you blunder into them, scout, and you can pick them off.
vehicles are the ugly ones, but fortunately few in number. They don't start showing up in any numbers until you have strong infantry (Hint: hand held ion cannon. Yes, you will get that. Eventually.)
Sorry for the walls of text.
Back story: An anonymous terrorist organization has recently been acting up in the area, sending off small attack shuttles and blasting space ports. Someone somewhere is selling them very impressive stealth and shielding technology because we can't get our vehicles or even our mechanized infantry in. We are sending in our best infantry to their complex, we are counting on you to take them out before they become a serious threat to safety in this sector. As it is right now we have our hands tied with the war, but we will try and send you more and better troops when we can. Do your best.
First mission: Breaking and Entering.
new units: knives; these units are known by their nickname, but in reality have special energy swords that can cut through just about anything. The men are given better armor than most other units and given time can take out even some of the more advanced vehicles. The drawbacks are obvious.
pistols; basic infantry, armed with standard peace-keeping weapons. The military only sends these guys when they want to be seen doing something when they couldn't care less.
mission: The easiest way through the complex is through the side gate, it isn't heavily guarded, has lots of underground corridors for us to set up shop in, and is also their main food deposit. We aren't expecting easy transferal of goods, so that's a definite plus. Try and bust in, we've got more troops on the way. Once they get here your job will be to get inside and secure a foot hold.
Breaking and Entering
goal: destroy door.
environment: a thick forest (scouting inhibited, ambushes more effective)
hazards: none
structures: small guard post, seems to be for show since everyone is hanging pretty far away.
reinforcements in 2 rounds. larger reinforcements in 4 rounds. main force in 8 rounds.
As obsessed is the only one who posted, I guess we default to his strategy.
The pistol squads unload rounds into the guards from a safe distance, killing all of them. Another group of men hears the noise, ten more rabble squads come in, and join the others.
The rabble move in the attack the pistol squads, 5 squads get away, not having to get involved, but the other five are killed, but not without a fight, twenty rabble are killed.
The entrance opens and closes quickly, admitting a group of two guard squads, who quickly move into the guard post. The rabble move back to the entrance.
Breaking and Entering
goal: destroy door.
environment: a thick forest (scouting inhibited, ambushes more effective)
hazards: none
structures: small guard post, seems to be for show since everyone is hanging pretty far away.
reinforcements in 1 rounds. larger reinforcements in 3 rounds. main force in 7 rounds.
Okay, since you two pretty much coincided, going with kazar then kadionk.
two pistols go after the guards, killing one squad in the small fire fight, and taking out most of the other, however, some men are lost.
Some rabble move over to attack your men, but are intercepted by the knife squads, all the rabble are killed, with no knife squads hurt. The other five knife squads start cutting into the door, leaving large scars, and even some holes, not big enough to get through, but plenty of damage. The door is no longer operational, admitting no more enemies, but you can hear them preparing to open fire as soon as the door is down. Meanwhile, the guards hide in the guard post, preparing to fire on you if they get the chance.
Reinforcements!
A larger group of knife squads comes to assist you, as well as some more pistol squads, but you still don't have lots of men. Hopefully the entire base isn't coming down on your heads.
Breaking and Entering
goal: destroy door.
environment: a thick forest (scouting inhibited, ambushes more effective)
hazards: none
structures: small guard post, seems to be for show since everyone is hanging pretty far away.
larger reinforcements in 2 rounds. main force in 6 rounds.
notes: As you beat more levels, you will get better and better units, so don't worry about being stuck with pistol and knife squads as your only men. Knife squads have the most armor out of all the infantry though, so they'll be around for pretty much the whole game.
5 Pistols take out the guard
Knives take out the door
Remaining pistols and knives cover door knives.
Well, since we've only got one response...
Your pistol squads circle around and blast the guards, the only casualties being the already weakened squad.
five knife squads cut open the door, while the rest of your men cover them, immediately fire breaks out from inside the complex, a large group of enemies is stationed there, having already set up a make-shift barricade, your knife squads use the complex door as cover, and only two squads are killed, however, since your men are in a bad position, they are unable to take good shots at the terrorists.
enemies: (since I should probably give a little info on them) rabble: Just a bunch of loonies with guns, their only advantage is raw numbers, and any trained units can tear right through them. guards: Not much better trained than the rabble, although they do have better guns and even military grade armor... hm... gunmen: These guys are armed with civilian police force rifles, which are about on par with our pistols, they've been doing a good amount of looting. These guys also have the same military grade body armor the guards do.
Breaking and Entering
goal: get past barricade
environment: a thick forest (scouting inhibited, ambushes more effective), corridors (scouting very difficult, ambushes very effective).
hazards: none
structures: small guard post out in the forest. The complex entrance makes good cover. There is a makeshift barricade just inside the complex.
larger reinforcements in 1 rounds. main force in 5 rounds.
It occurs to me that commander WWIII by fearthekumquat was a really cool game, it is a shame that his thread died. I liked the idea and decided I wanted to start my own line. I have a good idea of the story line, and where it is going to end.
There are four things that make this different:
1. The entire campaign takes place in one massive complex.
2. The events of this game are in the far future (not to mention fictional) and the events of this game are not obviously important on an empire-wide scale (we have empires now because country is too small a word and kingdom sounds old fashioned) within this game.
3. The only units you have access to will be infantry squads. Don't worry about that though, the combat is (mostly) going to be on a small scale, and the infantry in later levels have some very interesting and powerful weapons. It does however mean that if you aren't careful you lose a lot of men.
4. The levels are a good bit longer than the ones in similar games, you are fighting through a certain area, fighting through a large portion of enemies.
The stats are a bit more complex. Health is the same, run out of health, the unit dies. Speed and range are the same, speed determines how fast a unit can go, range keeps it away from enemies. Armor and damage get some big complexity boosts though. The damage and armor each has four numbers. They represent the types of armor and damage. Each successive armor and damage will always be less or equal to the last one, I will explain in full right now. Think of the piercing damage system, you have damage, armor, and piercing damage. The damage is the maximum amount of damage your unit can deal, armor subtracts however much damage your unit will deal, and piercing damage represents the lowest the armor can drop damage dealt down to. The same applies here. first damage number doesn't bypass any armor, first armor reduces first damage number, second damage number is piercing for first armor number and so on.
(For those of you curious, the damage/armor types are; damage: basic, piercing, explosive, energy. armor: armor, plating, blast protection, shielding) So units look like this:
knife [hp:25; speed:2; range:1 ;damage:40,20,5,5; armor:10,5,0,0]
Other things will change the stats for combat, you can be ambushed by unseen troops, ambush enemies, scout to find enemies, cover your own units to reduce the damage taken (especially by ambushes), as well as environment, hazards, and structures. There will be vehicles and turrets, vehicles will be few and often alone, turrets are easy to get around and cover works even better against them.
There will be fifteen total levels, each one requiring a certain level(s) to be completed before it is unlocked, each one giving benefits when beaten as well as giving you more reinforcements, but each level completed also increases the power of enemies that needed to be beaten in other levels. In order to beat the game however, you will need to beat all fifteen.
Six of these levels are choke points in the story, they need to be beaten in order to unlock more levels (I guess that's true of all levels, but especially with these few). These ones will have sort of a boss battle, but not actual bosses. They will be units with high resistance while you have low level units that aren't built to handle those enemies under normal circumstances. However, all but the last two will be units you face as regular enemies during later levels. The real difficulty in the 'boss battles' is finding a way around having a particularly strong enemy in the group of hostiles.
goals: in each mission there will be multiple goals, each progressive one gets you closer to the end of the level, with the last one being nothing more than mopping up remaining hostiles.
environment: describes the conditions you are fighting under, most of the levels will have multiple environments, but they will not be listed until fighting is going on there.
hazards: obvious dangers, you can often times use these against the hostiles, but always be careful of them.
structures: these provide cover and firing positions, and are also destructible. They will no longer be listed when destroyed.
This game consists of four types of units, infantry, mechanized infantry, turrets, and vehicles.
infantry will be Green.
mechanized infantry will be Yellow.
turrets are Blue.
and vehicles are Red.
targets will be black.
Infantry are all your units will consist of (sorry), but can easily handle themselves.
Only weaker mechanized infantry will make appearances here, as none of them are military units, they will generally be tougher than infantry, but will have rather less fire power than you pretty soon.
turrets can't move, and are really only dangerous when you blunder into them, scout, and you can pick them off.
vehicles are the ugly ones, but fortunately few in number. They don't start showing up in any numbers until you have strong infantry (Hint: hand held ion cannon. Yes, you will get that. Eventually.)
Sorry for the walls of text.
Back story: An anonymous terrorist organization has recently been acting up in the area, sending off small attack shuttles and blasting space ports. Someone somewhere is selling them very impressive stealth and shielding technology because we can't get our vehicles or even our mechanized infantry in. We are sending in our best infantry to their complex, we are counting on you to take them out before they become a serious threat to safety in this sector. As it is right now we have our hands tied with the war, but we will try and send you more and better troops when we can. Do your best.
First mission: Breaking and Entering.
new units: knives; these units are known by their nickname, but in reality have special energy swords that can cut through just about anything. The men are given better armor than most other units and given time can take out even some of the more advanced vehicles. The drawbacks are obvious.
pistols; basic infantry, armed with standard peace-keeping weapons. The military only sends these guys when they want to be seen doing something when they couldn't care less.
mission: The easiest way through the complex is through the side gate, it isn't heavily guarded, has lots of underground corridors for us to set up shop in, and is also their main food deposit. We aren't expecting easy transferal of goods, so that's a definite plus. Try and bust in, we've got more troops on the way. Once they get here your job will be to get inside and secure a foot hold.
Breaking and Entering
goal: destroy door.
environment: a thick forest (scouting inhibited, ambushes more effective)
hazards: none
structures: small guard post, seems to be for show since everyone is hanging pretty far away.
reinforcements in 2 rounds. larger reinforcements in 4 rounds. main force in 8 rounds.
friendlies:
knife x10 [hp:25; speed:3; range:1; damage:40,20,5,5; armor:10,5,0,0]
pistol x10 [hp:15; speed:3; range:3; damage:20,5,0,0; armor:5,0,0,0]
enemies:
terrorist rabble x20 [hp:10; speed:3; range:2; damage:10,0,0,0; armor:0,0,0,0]
terrorist guard x5 [hp:15; speed:3, range:3; damage:15,0,0,0; armor:5,0,0,0]
complex entrance [hp:50; speed:0, range:0; damage:0,0,0,0; armor:250,200,25,0]
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
As obsessed is the only one who posted, I guess we default to his strategy.
The pistol squads unload rounds into the guards from a safe distance, killing all of them. Another group of men hears the noise, ten more rabble squads come in, and join the others.
The rabble move in the attack the pistol squads, 5 squads get away, not having to get involved, but the other five are killed, but not without a fight, twenty rabble are killed.
The entrance opens and closes quickly, admitting a group of two guard squads, who quickly move into the guard post. The rabble move back to the entrance.
Breaking and Entering
goal: destroy door.
environment: a thick forest (scouting inhibited, ambushes more effective)
hazards: none
structures: small guard post, seems to be for show since everyone is hanging pretty far away.
reinforcements in 1 rounds. larger reinforcements in 3 rounds. main force in 7 rounds.
friendlies:
knife x10 [hp:25; speed:3; range:1; damage:40,20,5,5; armor:10,5,0,0]
pistol x5 [hp:15; speed:3; range:3; damage:20,5,0,0; armor:5,0,0,0]
enemies:
terrorist rabble x10 [hp:10; speed:3; range:2; damage:10,0,0,0; armor:0,0,0,0] (covered by guards)
terrorist guard x2 [hp:15; speed:3, range:3; damage:15,0,0,0; armor:5,0,0,0] (stationed in guard post)
complex entrance [hp:50; speed:0, range:0; damage:0,0,0,0; armor:250,200,25,0]
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Complipedia
Okay, since you two pretty much coincided, going with kazar then kadionk.
two pistols go after the guards, killing one squad in the small fire fight, and taking out most of the other, however, some men are lost.
Some rabble move over to attack your men, but are intercepted by the knife squads, all the rabble are killed, with no knife squads hurt. The other five knife squads start cutting into the door, leaving large scars, and even some holes, not big enough to get through, but plenty of damage. The door is no longer operational, admitting no more enemies, but you can hear them preparing to open fire as soon as the door is down. Meanwhile, the guards hide in the guard post, preparing to fire on you if they get the chance.
Reinforcements!
A larger group of knife squads comes to assist you, as well as some more pistol squads, but you still don't have lots of men. Hopefully the entire base isn't coming down on your heads.
Breaking and Entering
goal: destroy door.
environment: a thick forest (scouting inhibited, ambushes more effective)
hazards: none
structures: small guard post, seems to be for show since everyone is hanging pretty far away.
larger reinforcements in 2 rounds. main force in 6 rounds.
friendlies:
knife x25 [hp:25; speed:3; range:1; damage:40,20,5,5; armor:10,5,0,0]
pistol x9 [hp:15; speed:3; range:3; damage:20,5,0,0; armor:5,0,0,0]
pistol [hp:10; speed:3; range:3; damage:20,5,0,0; armor:5,0,0,0]
enemies:
terrorist guard x1 [hp:5; speed:3, range:3; damage:15,0,0,0; armor:5,0,0,0] (stationed in guard post)
complex entrance [hp:25; speed:0, range:0; damage:0,0,0,0; armor:250,200,25,0]
notes: As you beat more levels, you will get better and better units, so don't worry about being stuck with pistol and knife squads as your only men. Knife squads have the most armor out of all the infantry though, so they'll be around for pretty much the whole game.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Knives take out the door
Remaining pistols and knives cover door knives.
Well, since we've only got one response...
Your pistol squads circle around and blast the guards, the only casualties being the already weakened squad.
five knife squads cut open the door, while the rest of your men cover them, immediately fire breaks out from inside the complex, a large group of enemies is stationed there, having already set up a make-shift barricade, your knife squads use the complex door as cover, and only two squads are killed, however, since your men are in a bad position, they are unable to take good shots at the terrorists.
enemies: (since I should probably give a little info on them) rabble: Just a bunch of loonies with guns, their only advantage is raw numbers, and any trained units can tear right through them. guards: Not much better trained than the rabble, although they do have better guns and even military grade armor... hm... gunmen: These guys are armed with civilian police force rifles, which are about on par with our pistols, they've been doing a good amount of looting. These guys also have the same military grade body armor the guards do.
Breaking and Entering
goal: get past barricade
environment: a thick forest (scouting inhibited, ambushes more effective), corridors (scouting very difficult, ambushes very effective).
hazards: none
structures: small guard post out in the forest. The complex entrance makes good cover. There is a makeshift barricade just inside the complex.
larger reinforcements in 1 rounds. main force in 5 rounds.
friendlies:
knife x23 [hp:25; speed:3; range:1; damage:40,20,5,5; armor:10,5,0,0] (forest)
pistol x9 [hp:15; speed:3; range:3; damage:20,5,0,0; armor:5,0,0,0] (forest)
enemies:
terrorist rabble x25 [hp:10; speed:3; range:2; damage:10,0,0,0; armor:0,0,0,0] (corridors)
terrorist guard x10 [hp:15; speed:3, range:3; damage:15,0,0,0; armor:5,0,0,0] (corridors)
terrorist gunmen x5 [hp:15; speed:3, range:4; damage:20,0,0,0; armor:5,0,0,0] (corridors)
note: This level is easy, but it will get harder, and the last few levels WILL be much harder than this.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
sorry kazar, I used my anti-ninja here too, go ahead and change the above post to suit the current situation.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.