Beach Assault
Well, I know there's Romamini, AEII, and the Exploration scenarios to finish, but gawdnabbit I've been wanting to try out this idea I've had for about a year.
Working with the terrain2 files I discovered that a realistic beach can be created, within constraints, so I thought I might as well use it in a scenario.
My idea is a scenario where the player has to defeat an invasion force that has decided to assault a small, coastal city. The player is tasked with protecting the city that is set before his base and eventually bringing to fight to the enemy assault ship located just off the coast.
Using some clever techniques similar to those used in SS Assault, Dalek, and other scenarios I hope to create a defending base, a city in peril, and an enemy assault sub.
The theme I hope to create is quasi sci-fi/early 1900 film noir, ala Sky Captain.
The civs:
Defending Civ (Player controlled)
Evil Robot Civ (The Enemy)
Gate Civ - Used by Defending Civ
Gate Civ - Used by Evil Robots
City in Peril Civ - Controls civic buildings which can be demolished!
Oil Civ - Units can be attacked for cash
Neutral Civ - Used for buffer units for Gate Civs and Oil Civ
The motivation for the Evil Robot Civ is that they drink oil. The City in Peril produces oil from their oil wells. Ergo, the Eviol Robots are attacking the city. The Defending Civ can attack Oil Civ units for cash so that they can fuel (pay for) their own units. Sound simple enough?
The Gate Civs are used for transport by the Evil Robots and the Defending Civ. The Evil Robots, which essentially start on an island need to send units across the gap to attack. Civ2 sucks at transporting units, so I'm going to use the Gate idea to make sure their units get on the beach. The Gate civ for the defenders is there to even things up and remove the tedious act of moving a bunch of units across land. At one point on the map, the Evil Robots will have the chance to destroy the Gate Civ for the Defenders eliminating this bonus.
I have the beach graphics sorted out, as well as a good idea for the destroyable buildings. Other graphics and units can come later.
Input is greatly appreciated!
Well, I know there's Romamini, AEII, and the Exploration scenarios to finish, but gawdnabbit I've been wanting to try out this idea I've had for about a year.
Working with the terrain2 files I discovered that a realistic beach can be created, within constraints, so I thought I might as well use it in a scenario.
My idea is a scenario where the player has to defeat an invasion force that has decided to assault a small, coastal city. The player is tasked with protecting the city that is set before his base and eventually bringing to fight to the enemy assault ship located just off the coast.
Using some clever techniques similar to those used in SS Assault, Dalek, and other scenarios I hope to create a defending base, a city in peril, and an enemy assault sub.
The theme I hope to create is quasi sci-fi/early 1900 film noir, ala Sky Captain.
The civs:
Defending Civ (Player controlled)
Evil Robot Civ (The Enemy)
Gate Civ - Used by Defending Civ
Gate Civ - Used by Evil Robots
City in Peril Civ - Controls civic buildings which can be demolished!
Oil Civ - Units can be attacked for cash
Neutral Civ - Used for buffer units for Gate Civs and Oil Civ
The motivation for the Evil Robot Civ is that they drink oil. The City in Peril produces oil from their oil wells. Ergo, the Eviol Robots are attacking the city. The Defending Civ can attack Oil Civ units for cash so that they can fuel (pay for) their own units. Sound simple enough?
The Gate Civs are used for transport by the Evil Robots and the Defending Civ. The Evil Robots, which essentially start on an island need to send units across the gap to attack. Civ2 sucks at transporting units, so I'm going to use the Gate idea to make sure their units get on the beach. The Gate civ for the defenders is there to even things up and remove the tedious act of moving a bunch of units across land. At one point on the map, the Evil Robots will have the chance to destroy the Gate Civ for the Defenders eliminating this bonus.
I have the beach graphics sorted out, as well as a good idea for the destroyable buildings. Other graphics and units can come later.
Input is greatly appreciated!
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