1 |
Perhaps more could be done to make these water-based missions seem more fun and exciting, like so:
|
1 |
Perhaps more could be done to make these water-based missions seem more fun and exciting, like so:
|
2 |
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|
2 |
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|
3 |
-
Hovercraft
Introduction:
Same
as
like
in
Kalyp:
Have
the
player
use
hovercrafts,
starting
with
just
the
basic
Quill,
Scalpel,
and
Mace
hovercrafts
(
and
maybe
Daggers
as
well)
,
to
fight
in
both
land
and
water,
against
a
mix
of
land-only
and
sea-only
units.
Only
this
time,
let's
keep
the
enemy
from
building
Seawolves.
I'd
much
rather
want
to
save
having
to
deal
with
submerged
units
for
a
different
mission
altogether.
|
3 |
-
Hovercraft
Introduction:
[spoiler]Same
as
like
in
Kalyp:
Have
the
player
use
hovercrafts,
starting
with
just
the
basic
Quill,
Scalpel,
and
Mace
hovercrafts
(
and
maybe
Daggers
as
well)
,
to
fight
in
both
land
and
water,
against
a
mix
of
land-only
and
sea-only
units.
Only
this
time,
let's
keep
the
enemy
from
building
Seawolves.
I'd
much
rather
want
to
save
having
to
deal
with
submerged
units
for
a
different
mission
altogether.
[/spoiler]
|
4 |
\n
|
4 |
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|
5 |
-
Hovercraft
vs
Amphbots
and
Subs:
Here,
you'll
need
to
use
Daggers,
Claymores,
and
Urchins
to
fend
off
enemy
Ducks,
Buoys,
Archers,
and
Seawolves,
while
using
the
land
to
avoid
the
numerous
Urchins
that
were
placed
there
to
protect
the
enemy's
base
from
invasions
by
any
Ships
and
Amphbots
you
might
optionally
employ.
Consider
using
the
map
from
Shabun
as
the
basis
for
this
mission.
|
5 |
-
Hovercraft
vs
Amphbots
and
Subs:
[spoiler]Here,
you'll
need
to
use
Daggers,
Claymores,
and
Urchins
to
fend
off
enemy
Ducks,
Buoys,
Archers,
and
Seawolves,
while
using
the
land
to
avoid
the
numerous
Urchins
that
were
placed
there
to
protect
the
enemy's
base
from
invasions
by
any
Ships
and
Amphbots
you
might
optionally
employ.
Consider
using
the
map
from
Shabun
as
the
basis
for
this
mission.
[/spoiler]
|
6 |
\n
|
6 |
\n
|
7 |
-
Hovercraft
vs
Defenses,
and
Gauss
vs
Amphbots:
You
need
to
break
through
lines
of
Cerberus
artillery
emplacements
and
Desolator
turrets
to
reach
an
artifact.
Fortunately,
the
Halberd
is
designed
to
be
fast
and
sturdy
enough
to
break
through
such
defensive
lines.
Use
them
to
break
through
the
defenses,
and
destroy
the
Pylons
that
provide
them
with
power
to
give
the
rest
of
your
forces
the
opportunity
to
make
a
push
towards
the
artifact.
Be
warned
that,
at
the
same
time,
an
enemy
force
is
assaulting
you
with
Amphbots.
Use
Gauss
turrets
to
protect
your
base
from
their
assaults.
(
So
yeah,
this
is
basically
similar
in
structure
to
New
Falsell,
where
Phantoms
were
needed
to
shut
down
enemy
defenses
that
block
your
Commander's
path
to
an
artifact,
while
enemy
forces
are
attacking
you
from
a
different
direction.
)
|
7 |
-
Hovercraft
vs
Defenses,
and
Gauss
vs
Amphbots:
[spoiler]You
need
to
break
through
lines
of
Cerberus
artillery
emplacements
and
Desolator
turrets
to
reach
an
artifact.
Fortunately,
the
Halberd
is
designed
to
be
fast
and
sturdy
enough
to
break
through
such
defensive
lines.
Use
them
to
break
through
the
defenses,
and
destroy
the
Pylons
that
provide
them
with
power
to
give
the
rest
of
your
forces
the
opportunity
to
make
a
push
towards
the
artifact.
Be
warned
that,
at
the
same
time,
an
enemy
force
is
assaulting
you
with
Amphbots.
Use
Gauss
turrets
to
protect
your
base
from
their
assaults.
(
So
yeah,
this
is
basically
similar
in
structure
to
New
Falsell,
where
Phantoms
were
needed
to
shut
down
enemy
defenses
that
block
your
Commander's
path
to
an
artifact,
while
enemy
forces
are
attacking
you
from
a
different
direction.
)
[/spoiler]
|
8 |
\n
|
8 |
\n
|
9 |
-
Hovercraft
and
Lucifers
vs
Airplanes
and
Striders:
The
enemy
is
sending
massive
Dantes
and
Reefs
to
assault
your
base,
accompanied
by
Ravens,
Phoenixes,
and
the
occasional
Likho.
Fortunately,
the
fortress
that
you
had
recently
set
up
base
in
possesses
layers
of
moats,
dikes,
and
canals
that
serve
to
make
the
trip
for
non-amphibious
units
a
painfully
long
slog.
Use
Lances
and
Lucifers
to
wear
down
the
Dantes
and
Reefs
from
a
safe
distance,
and
Flails
to
protect
your
Lances
and
Lucifers,
and
your
base,
from
bombardment.
(
I'd
imagine
this
mission
feeling
like
playing
the
"Fire
in
the
Sky"
mission
from
"StarCraft
2:
Heart
of
the
Swarm",
or
"The
Great
Train
Robbery"
mission
from
"StarCraft
2:
Wings
of
Liberty".
)
|
9 |
-
Hovercraft
and
Lucifers
vs
Airplanes
and
Striders:
[spoiler]The
enemy
is
sending
massive
Dantes
and
Reefs
to
assault
your
base,
accompanied
by
Ravens,
Phoenixes,
and
the
occasional
Likho.
Fortunately,
the
fortress
that
you
had
recently
set
up
base
in
possesses
layers
of
moats,
dikes,
and
canals
that
serve
to
make
the
trip
for
non-amphibious
units
a
painfully
long
slog.
Use
Lances
and
Lucifers
to
wear
down
the
Dantes
and
Reefs
from
a
safe
distance,
and
Flails
to
protect
your
Lances
and
Lucifers,
and
your
base,
from
bombardment.
(
I'd
imagine
this
mission
feeling
like
playing
the
"Fire
in
the
Sky"
mission
from
"StarCraft
2:
Heart
of
the
Swarm",
or
"The
Great
Train
Robbery"
mission
from
"StarCraft
2:
Wings
of
Liberty".
)
[/spoiler]
|
10 |
\n
|
10 |
\n
|
11 |
-
Amphbot
Introduction:
You
and
your
allies
have
only
a
limited
amount
of
time
to
breach
through
the
enemy's
defenses,
and
take
out
the
enemy
superweapon.
Unfortunately,
the
enemy
is
entrenched
behind
enough
powerful
defenses
(
including
Lucifers,
Cerberus,
Artemis,
and
Chainsaws)
to
make
a
full
on
assault,
even
with
a
Detriment,
all
but
impossible
(
not
that
you'd
have
enough
time
or
resources
to
build
one)
.
Although
the
Singularity
Reactors
that
power
this
formidable
defensive
line
are
located
out
of
line-of-sight
of
the
Lucifers
and
Cerberus,
the
water
passage
that
leads
to
them
is
also
well-guarded
by
Desolators
and
Stingers.
Since
the
waterway
has
no
anti-sub
defenses,
and
since
the
Singularity
Reactors
are
themselves
protected
by
a
small
contingent
of
Glaives,
Lotuses,
and
a
couple
Stardust
turrets,
your
best
bet
is
to
use
Archers
and
Buoys
to
infiltrate
the
waterway,
bypass
the
defenses,
and
take
out
the
Singularity
reactors.
Once
the
reactors
are
offline,
your
teammates
should
be
able
to
assault
the
main
base,
and
destroy
the
superweapon.
|
11 |
-
Amphbot
Introduction:
[spoiler]You
and
your
allies
have
only
a
limited
amount
of
time
to
breach
through
the
enemy's
defenses,
and
take
out
the
enemy
superweapon.
Unfortunately,
the
enemy
is
entrenched
behind
enough
powerful
defenses
(
including
Lucifers,
Cerberus,
Artemis,
and
Chainsaws)
to
make
a
full
on
assault,
even
with
a
Detriment,
all
but
impossible
(
not
that
you'd
have
enough
time
or
resources
to
build
one)
.
Although
the
Singularity
Reactors
that
power
this
formidable
defensive
line
are
located
out
of
line-of-sight
of
the
Lucifers
and
Cerberus,
the
water
passage
that
leads
to
them
is
also
well-guarded
by
Desolators
and
Stingers.
Since
the
waterway
has
no
anti-sub
defenses,
and
since
the
Singularity
Reactors
are
themselves
protected
by
a
small
contingent
of
Glaives,
Lotuses,
and
a
couple
Stardust
turrets,
your
best
bet
is
to
use
Archers
and
Buoys
to
infiltrate
the
waterway,
bypass
the
defenses,
and
take
out
the
Singularity
reactors.
Once
the
reactors
are
offline,
your
teammates
should
be
able
to
assault
the
main
base,
and
destroy
the
superweapon.
[/spoiler]
|
12 |
\n
|
12 |
\n
|
13 |
-
Amphbots
vs
Amphbots
and
Subs:
The
enemy
is
sending
massive
Grizzlies,
Reefs,
and
Shoguns
to
assault
your
base.
Use
Ducks
and
Scallops
to
safely
intercept
and
take
out
the
enemy
Grizzlies,
Reefs,
and
Shoguns
(
which
all
lack
defenses
against
submerged
units)
before
they
reach
your
base,
all
while
avoiding
the
heavy
defenses
that
litter
the
waterways
that
separate
your
base
from
the
enemy's
base.
(
I'd
imagine
that
this
mission
would
feel
more-or-less
like
the
"Zero
Hour"
mission
from
"StarCraft
2:
Wings
of
Liberty",
or
the
1st
Allied
mission
called
"Brighton
Beach
-
Ride
of
the
Red
Menace"
from
"Command
&
Conquer:
Red
Alert
3".
)
|
13 |
-
Amphbots
vs
Amphbots
and
Subs:
[spoiler]The
enemy
is
sending
massive
Grizzlies,
Reefs,
and
Shoguns
to
assault
your
base.
Use
Ducks
and
Scallops
to
safely
intercept
and
take
out
the
enemy
Grizzlies,
Reefs,
and
Shoguns
(
which
all
lack
defenses
against
submerged
units)
before
they
reach
your
base,
all
while
avoiding
the
heavy
defenses
that
litter
the
waterways
that
separate
your
base
from
the
enemy's
base.
(
I'd
imagine
that
this
mission
would
feel
more-or-less
like
the
"Zero
Hour"
mission
from
"StarCraft
2:
Wings
of
Liberty",
or
the
1st
Allied
mission
called
"Brighton
Beach
-
Ride
of
the
Red
Menace"
from
"Command
&
Conquer:
Red
Alert
3".
)
[/spoiler]
|
14 |
\n
|
14 |
\n
|
15 |
-
Grizzlies
and
Amphbots
(
and
Hovercraft)
vs
Lances,
Lucifers,
and
Airplanes:
Here,
you'll
be
using
the
Grizzlies
to
breach
the
enemy's
defensive
lines
of
Cerberus
emplacements,
Stinger
towers,
Gauss
turrets,
and
the
occasional
Desolator,
using
the
Grizzlies'
ability
to
float
to
the
surface
to
sneak
close
to
the
longer-ranged
Cerberus
emplacements,
and
their
extraordinary
toughness
to
shrug
off
attacks
from
most
defenses
long
enough
to
take
down
the
Cerberus
emplacements.
Be
warned,
however,
that
the
enemy
has
Lances
and
Lucifer
emplacements
to
deal
with
your
Grizzlies,
so
you'll
need
to
deploy
fast
raiders
like
Daggers
to
counter
them.
Also,
be
on
the
lookout
for
enemy
airplanes,
including
Ravens
and
Phoenixes,
which
threaten
both
your
Grizzlies
and
your
base.
Use
Anglers
to
ambush
them
from
underwater.
|
15 |
-
Grizzlies
and
Amphbots
(
and
Hovercraft)
vs
Lances,
Lucifers,
and
Airplanes:
[spoiler]Here,
you'll
be
using
the
Grizzlies
to
breach
the
enemy's
defensive
lines
of
Cerberus
emplacements,
Stinger
towers,
Gauss
turrets,
and
the
occasional
Desolator,
using
the
Grizzlies'
ability
to
float
to
the
surface
to
sneak
close
to
the
longer-ranged
Cerberus
emplacements,
and
their
extraordinary
toughness
to
shrug
off
attacks
from
most
defenses
long
enough
to
take
down
the
Cerberus
emplacements.
Be
warned,
however,
that
the
enemy
has
Lances
and
Lucifer
emplacements
to
deal
with
your
Grizzlies,
so
you'll
need
to
deploy
fast
raiders
like
Daggers
to
counter
them.
Also,
be
on
the
lookout
for
enemy
airplanes,
including
Ravens
and
Phoenixes,
which
threaten
both
your
Grizzlies
and
your
base.
Use
Anglers
to
ambush
them
from
underwater.
[/spoiler]
|
16 |
\n
|
16 |
\n
|
17 |
-
Djinn
and
Lobster
vs
Defenses:
The
enemy
has
surrounded
your
base,
along
with
his
base,
with
powerful
defenses,
preventing
you
from
expanding
outward,
save
for
the
waterway.
Unfortunately,
even
the
patches
of
dry
land
that
connect
to
this
waterway
are
too
well
defended
for
conventional
amphibious
assaults
to
bypass.
However,
you
have
Djinns
and
Lobsters
that
you
can
use
to
maneuver
your
forces
around
these
defenses.
Use
the
Lobsters
to
propel
the
Djinns
over
the
cliffs
overlooking
the
waterway,
and
later,
the
cliffs
that
surround
the
enemy
base,
and
use
the
Djinns
to
teleport
your
forces
around
the
enemy
defenses
for
an
opportunity
to
disable
the
Pylons
and
Generators
that
power
them.
(
This
should
make
the
Lobsters
far
more
useful
than
they
were
on
Asjulohi.
)
|
17 |
-
Djinn
and
Lobster
vs
Defenses:
[spoiler]The
enemy
has
surrounded
your
base,
along
with
his
base,
with
powerful
defenses,
preventing
you
from
expanding
outward,
save
for
the
waterway.
Unfortunately,
even
the
patches
of
dry
land
that
connect
to
this
waterway
are
too
well
defended
for
conventional
amphibious
assaults
to
bypass.
However,
you
have
Djinns
and
Lobsters
that
you
can
use
to
maneuver
your
forces
around
these
defenses.
Use
the
Lobsters
to
propel
the
Djinns
over
the
cliffs
overlooking
the
waterway,
and
later,
the
cliffs
that
surround
the
enemy
base,
and
use
the
Djinns
to
teleport
your
forces
around
the
enemy
defenses
for
an
opportunity
to
disable
the
Pylons
and
Generators
that
power
them.
(
This
should
make
the
Lobsters
far
more
useful
than
they
were
on
Asjulohi.
)
[/spoiler]
|
18 |
\n
|
18 |
\n
|
19 |
By the way, since terrain navigation is such an important aspect of Zero-K to master, could the hovercrafts be introduced at about the same time as, say, Rovers. Moreover, since Amphbots might require more skill to both handle and counter than hovercrafts, could they be unlocked at about the same time as ships, and could they likewise be as difficult to unlock as, say, tanks, spiders, and gunships?
|
19 |
By the way, since terrain navigation is such an important aspect of Zero-K to master, could the hovercrafts be introduced at about the same time as, say, Rovers. Moreover, since Amphbots might require more skill to both handle and counter than hovercrafts, could they be unlocked at about the same time as ships, and could they likewise be as difficult to unlock as, say, tanks, spiders, and gunships?
|