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#2141 BotRot

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Posted 19 February 2019 - 01:52 AM

Much like how Eclipse seems to be inspired by a major detail in Think Different, there are details in some briefings that can be turned into ideas for entire side missions for Covert Ops. Here are some I've found:

 

 Rashidi has been captured, and by our very own Soviet army! It turns out both and Allied and Soviet armies in Africa were very concerned about the Scorpion Cell, and the Soviet African Expedition, hiking the trail, eventually set a trap for him! - Killing Fields briefing

 

A Soviet mission that involves the capture of Rashidi. Could be a great mission to introduce the Drakuv (or at least a prototype since apparently it does not appear in Act One).

 

While a significant bulk of our army is now part of the expedition force, the remainder of it is still holding their own in the defense of England, but they won't last much longer...Assuming that Yuri is the one currently holding the MIDAS, it's very likely that, once the Gladius System falls, Yuri will fire it at either the remainder of the London Fortress, or the expedition force itself. If that happens, we're doomed, but we must push forward. - Bottleneck briefing

 

While the Allies are distracted with our naval and aerial armies coming along the coast... - Godsend briefing

 

An Allied mission that uses Sunlight's layout but instead of Soviets, Epsilon armies will be invading. And instead of a "destroy all" kind of mission, it becomes a defense mission with a timer.  Or it could be a role reversal where the player commands the Epsilon invasion force.


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#2142 TerumasaReal

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Posted 19 February 2019 - 04:17 AM

Yeah, even now some plots are only mentioned in mission briefing.
 
However, in my opinion, which of them shall come true in new Covert Ops should consider if it will be a meaningful filling. Eclipse mainly clarified Chinese prespective during early Act One, partially sorted out the confusing Sino-Japanese relationship (and of course, to let players experience the first Chinese single player mission), detailize said in Think Different post-mission briefing is just a coincidence. Nightcrawler resolved the issue that how Scorpion Cell suppressed by Epsilon, Taciturn showed that the Epsilon is still doing some operations during preparations in 1983; Fullmetal showed the Allied's prespective of PC & SC's fight (and coincidentally, detailed how Allies witness Dominator for the first time, mentioned in Relentless), though Gridlock are not so vital, it still hinted some actions, like Meltdown's occurrence time through Epsilon's attitude on Launchpads, operations of San Juan Americans after Hypothermia; new 3.3.4 Allied Covert Ops showed the Allied's less important but more macro operations. All current Allied ones also filled American's appearances in Act Two.
 
To just let tiny events come true, numerous Fan Missions can do that. If Covert Ops wants to include every piece of tiny events, it will surely distract main story missions in quantity, some day. In this regard, there is an ironic saying: "So will a new Covert Op be done, to describe how Rashidi change his transport between Obsidian Sands and Great Beyond?"
 
Just let events that are necessary to become detailed to appear in Covert Ops is OK, like how Japan falls under Chinese control, what's detailed PF operations after Insomnia (if so, Norio, who has the fewest appearances, can appear more times, and make the number of Allied Covert Ops average). For how Rashidi is arrested by Soviets, making an Epsilon Co-Op can be considered, as Cell now only have one.
 
Criticality ordering: Main story missions → Covert Ops → Co-ops → Fan Missions.

Edited by TerumasaReal, 19 February 2019 - 10:50 AM.


#2143 Solais

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Posted 19 February 2019 - 08:58 AM

I think the better fan missions should become official Covert Ops missions.



#2144 TerumasaReal

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Posted 20 February 2019 - 06:04 AM

One thing I've mentioned before, that is, it will be better to write the Co-op mission locations on the client selection interface in the next update, just like the single-player missions. Due to many-many people have asked for some Co-op's locations, which have not been given, I have sorted out a few more reasonable locations. They are not clear for now:

 

Good Old Times - Tamaulipas, Mexico

Enforcers - Tunisia, Africa

Technologic - Zakopane, Poland

Attack on Buggy - Castile and Leon, Spain (could-be more detailed)

Mad Monster - Masuria, Poland

Downfall - Upper Normandy, France

 

Lights Out - Rosendal, Norway

Thunder God - Angermanland, Sweden

Combustion - Languedoc-Roussillon, France (could-be more detailed)

Money Source - Antofagasta Province, Chile (or just city of Antofagasta)

(In my opinion, Latin Confederation shouldn't appear in Egypt, where is inferred from a pyramid prop that might be put it on the map freely, African operations should be done by Russians. As for why Euro Alliance appears in Chile, it can be said that they are deployed to supersede American occupators since latter falls.)

 

Television Lies - Baikonur Cosmodrome, Kazakhstan

Retaliation - Algeria, Africa

Rainmaker - North Rhine-Westphalia, Germany (could-be more detailed)

Brain Reset - Primorsky Krai, Russia

Rush Tactics - Gangwon Province, South Korea

Monochrome - Boston, Massachusetts, S.S.A.

Research Stroke - Guangzhou, China

Neuromancers - Giza Governorate, Egypt

 

Effect chart cannot upload again, ****. Here's the text effect preview:

 

Yuri's Epsilon Co-op - Backbitten

Location: Ascension Island, Atlantic Ocean

 

PsiCorps is on the hunt for the Allies' ultimate weapon. While the vessel itself still can't be located, it appears that one of its batteries is being powered on the Ascension Island.

 

Objective 1: Destroy all Lightning Rods.

Objective 2: Infiltrate and then destroy the Paradox Battery.


Edited by TerumasaReal, 20 February 2019 - 04:36 PM.


#2145 BotRot

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Posted 23 February 2019 - 12:45 AM

In the mission Side Effect, whenever the player builds the first Terror Drone, it just highlights the Terror Drone and nothing else. Its introduction to the player could be much better with an added EVA voiceline (specifically the file csofu4.wav).


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#2146 isaac103

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Posted 27 February 2019 - 04:30 AM

Here's my (most likely inaccurate) predictions for the final 6 missions of Act 2:

 

S23 - Fatal Impact: The Soviet forces attempt to return to Earth using the Epsilon shuttles they recovered on the moon and attack Yuri directly in Moscow, however Yuri triggers the shuttles' self-destruct, causing most of them to explode on re-entry save, the one the General was on. The General must then go on the run and escape the Epsilon forces that swarm his shuttle's landing site, before rendezvousing with what's left of the main Soviet army to plan the attack on Moscow.

 

E23 - Reality Check: In the Epsilon HQ, Yuri informs the Proselyte that he's found a way to shield his forces from the Paradox Enigne's time freeze, the bad news is that the Allies are aware of it and have sent an advance force to destroy the Temporal-Psi arrays that are keeping the Epislon forces from being frozen in time. Yuri knows that this will be a stopgap measure but the goal is to drain enough of the Engine's energy by forcing it to keep chronoshifting more and more forces instead of engaging a single time freeze with which to wipe out the Epsilon forces, so that when the Allies launch their final assault the Engine won't have the power necessary to be of much use and will be easier to destroy. Basically it's a "hold the line until the timer expires" mission.

 

A23 - Withershins: A remake of the final Allied Mission in 2.0 "Scarlet Twilight", except with the Paradox Engine this time. Siegfried notes that the Engine is running low on power and as such the Commander can only activate the Time Freeze one last time. But first the Commander must destroy the Temporal-Psi towers that are keeping the Epsilon forces immune to the Time Freeze. Once the player does so, they are given the go-ahead to engage the time freeze and destroy the Mental Omega Device. However in a dramatic twist on what was up until this point a running gag, Siegfried has miscalculated, the time freeze collapses and the machinery that generates it burns out, before the player's forces can reach the Mental Omega Device and the Paradox Engine finds itself right in the middle of Epsilon's forces. Given a choice between either destruction or escape via Chronoshift, Siegfried engages the Paradox Engine's Chronosphere, channeling all of the Engine's remaining power into it to make one final Chronishift, saving the Commander and the Engine, which promptly begins to fall from the sky over the Bearing Strait.

 

S24 - Death's Hand: The General leads the attack on Moscow, in a remake of "Red Revolution" from RA2, firstly by sending in Krukov, Reznov, Volkov and Chtzkoi to sneak into the Kremlin grounds and destroy the Psychic Beacon keeping Moscow and it's contingent of Russian troops mind controlled, afterwards, the player much track down Yuri who is attempting to flee to an Airport north of the Kremlin (in a role-reversal remake of "No Dilemma" from 2.0), and destroy all the Epsilon forces in Moscow. But as it turns out, it was a trap set by Yuri, who activates a second Psychic Beacon hidden in the very Kremlin, mind controlling the entire Russian force, who proceed to kill the heroes, and further deploying the titular "Death's Hand" super-MIDAS rocket, loaded with conventional explosives against his HQ in Antarctica.

 

E24 - Babel: With the Paradox Engine gone, the remaining Allied forces in the Antarctic, led by Norio and Tanya, decide to go for broke and destroy the Mental Omega Device, the Proselyte must hold off the initial attack wave and then launch a counter attack that will destroy their last base in the Antarctic, killing Norio and Tanya in the process. Yuri then contacts the Proselyte and instructs him to send Libra into the Mental Omega device. Once that is done the Death's Hand impacts and destroys the device, unleashing a psychic shockwave that, while harmless to psychics, saps the willpower of any normal human making them even easier to mind control, he then reveals to the Proselyte his true plan, to use the Psychic Amplifiers he has already constructed to mind control most of the planet by increasing their range to maximum, relying on mankind's compromised willpower from the shockwave to keep them under his control despite the Amplifiers' lowered power output in order to maintain their range of effect. He points out that there is one final loose end, and that is the downed Paradox Engine.

 

A24 - Hamartia: The remaining Allied forces flee the semi-floating but damaged beyond repair Paradox Engine to the nearby shores of Alaska. They've already received reports that Yuri's plan has succeed and most of the world is under his control now. He's won. And he has sent forces their way to mop up their remaining forces and ensure that the Paradox Engine is destroyed. The mission revolves around navigating through the Alaskan coastal wilderness and finding a safe place for Siegfried and Yourself (the Commander as an in-game mission unit) to plan their next moves. They are then contacted by Yunru's proto-Foehn force, and provide the surviving Allied forces with rendezvous co-ordinates. Once the co-ordinates are reached, the Commander and Siegfried meet up with Yunru, who explains exactly what's happened to the world and now that the Allies and Soviets are gone, they must work together to create a Revolt that will topple Yuri's dominion.

 

 

Why do I feel this is basically what happens in the final few missions? 



#2147 Solais

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Posted 27 February 2019 - 08:57 AM

I don't think Libra will die though, most likely Yuri will. Remember LIBRA'S WORLD.


Edited by Solais, 27 February 2019 - 09:01 AM.


#2148 TerumasaReal

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Posted 27 February 2019 - 10:29 AM

Well, I don't think the Allied Commander will act with the main Allied division, that is, Euro Alliance lead by Paradox Engine. At the end of Insomnia, Siegfried said "A massive tower he's building there is interfering with our communications. Soon, we will be on our own, but the fate of the free world might rest on us", which is a metaphor that he has high possibility to seperate from others. Interestingly, in Unthinkable, takes place after Insomnia, there's no American forces except Tanya and several Riot Troopers. If you holds opinion that Americans are staying at the Paradox Engine, I'll disagree. Allies has no any reason to hide their forces in the final battle, as all of them were out to charge against Epsilon in Weddell Sea.
 
In my opinion, Withershins will describe what Allied Commander will do himself in the Epsilon Headquarters (South Pole) after leading his American soldiers to pass through valley by another route - raid on the Tower. This can be used as a bait plan for the Allies - the Euro Alliance attracts firepower with the help of the Paradox Engine and two heroes, which may cause some of South Pole's troops to be transferred to the Euro Alliance's attacking location (which will become the story of Reality Check), at the same time, Allied Commander will be able to take the opportunity to backstab. Despite of this, South Pole's troops will definitely have some sort of preparation that Allied Commander would never have imagined. In my opinion, this will have a lot to do with Libra and her Sisters - the latter have not been even summoned once. I agree Withershins will be a loose remake of Scarlet Twilight as well, but... "Siegfried has miscalculated" is so... inexplicable.
 
I keep my view of the Paradox Engine's ending in secret. As for what Norio will do, the end of Insomnia shows that - he'll lead PF to make anti-encirclement at the Epsilon reinforcements from other places in South Hemisphere. I doubt whether he'll reunion with other Allies since then.
 
Hope we will see Quickshifters in Reality Check. They really deserve to be given to the Euro Alliance in such a massive attack. If better, Lionheart in Withershins.
 
For what Fatal Impact will basically describe, see briefing of Brothers in Arms. It mentioned the General's next objective.
 
That's all I wanna say, though it'll hardly happen and I believe the real story will be better than I imagined.

Edited by TerumasaReal, 27 February 2019 - 10:55 AM.


#2149 DrZiztah

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Posted 27 February 2019 - 12:48 PM

 

Here's my (most likely inaccurate) predictions for the final 6 missions of Act 2:

 

S23 - Fatal Impact: The Soviet forces attempt to return to Earth using the Epsilon shuttles they recovered on the moon and attack Yuri directly in Moscow, however Yuri triggers the shuttles' self-destruct, causing most of them to explode on re-entry save, the one the General was on. The General must then go on the run and escape the Epsilon forces that swarm his shuttle's landing site, before rendezvousing with what's left of the main Soviet army to plan the attack on Moscow.

 

E23 - Reality Check: In the Epsilon HQ, Yuri informs the Proselyte that he's found a way to shield his forces from the Paradox Enigne's time freeze, the bad news is that the Allies are aware of it and have sent an advance force to destroy the Temporal-Psi arrays that are keeping the Epislon forces from being frozen in time. Yuri knows that this will be a stopgap measure but the goal is to drain enough of the Engine's energy by forcing it to keep chronoshifting more and more forces instead of engaging a single time freeze with which to wipe out the Epsilon forces, so that when the Allies launch their final assault the Engine won't have the power necessary to be of much use and will be easier to destroy. Basically it's a "hold the line until the timer expires" mission.

 

A23 - Withershins: A remake of the final Allied Mission in 2.0 "Scarlet Twilight", except with the Paradox Engine this time. Siegfried notes that the Engine is running low on power and as such the Commander can only activate the Time Freeze one last time. But first the Commander must destroy the Temporal-Psi towers that are keeping the Epsilon forces immune to the Time Freeze. Once the player does so, they are given the go-ahead to engage the time freeze and destroy the Mental Omega Device. However in a dramatic twist on what was up until this point a running gag, Siegfried has miscalculated, the time freeze collapses and the machinery that generates it burns out, before the player's forces can reach the Mental Omega Device and the Paradox Engine finds itself right in the middle of Epsilon's forces. Given a choice between either destruction or escape via Chronoshift, Siegfried engages the Paradox Engine's Chronosphere, channeling all of the Engine's remaining power into it to make one final Chronishift, saving the Commander and the Engine, which promptly begins to fall from the sky over the Bearing Strait.

 

S24 - Death's Hand: The General leads the attack on Moscow, in a remake of "Red Revolution" from RA2, firstly by sending in Krukov, Reznov, Volkov and Chtzkoi to sneak into the Kremlin grounds and destroy the Psychic Beacon keeping Moscow and it's contingent of Russian troops mind controlled, afterwards, the player much track down Yuri who is attempting to flee to an Airport north of the Kremlin (in a role-reversal remake of "No Dilemma" from 2.0), and destroy all the Epsilon forces in Moscow. But as it turns out, it was a trap set by Yuri, who activates a second Psychic Beacon hidden in the very Kremlin, mind controlling the entire Russian force, who proceed to kill the heroes, and further deploying the titular "Death's Hand" super-MIDAS rocket, loaded with conventional explosives against his HQ in Antarctica.

 

E24 - Babel: With the Paradox Engine gone, the remaining Allied forces in the Antarctic, led by Norio and Tanya, decide to go for broke and destroy the Mental Omega Device, the Proselyte must hold off the initial attack wave and then launch a counter attack that will destroy their last base in the Antarctic, killing Norio and Tanya in the process. Yuri then contacts the Proselyte and instructs him to send Libra into the Mental Omega device. Once that is done the Death's Hand impacts and destroys the device, unleashing a psychic shockwave that, while harmless to psychics, saps the willpower of any normal human making them even easier to mind control, he then reveals to the Proselyte his true plan, to use the Psychic Amplifiers he has already constructed to mind control most of the planet by increasing their range to maximum, relying on mankind's compromised willpower from the shockwave to keep them under his control despite the Amplifiers' lowered power output in order to maintain their range of effect. He points out that there is one final loose end, and that is the downed Paradox Engine.

 

A24 - Hamartia: The remaining Allied forces flee the semi-floating but damaged beyond repair Paradox Engine to the nearby shores of Alaska. They've already received reports that Yuri's plan has succeed and most of the world is under his control now. He's won. And he has sent forces their way to mop up their remaining forces and ensure that the Paradox Engine is destroyed. The mission revolves around navigating through the Alaskan coastal wilderness and finding a safe place for Siegfried and Yourself (the Commander as an in-game mission unit) to plan their next moves. They are then contacted by Yunru's proto-Foehn force, and provide the surviving Allied forces with rendezvous co-ordinates. Once the co-ordinates are reached, the Commander and Siegfried meet up with Yunru, who explains exactly what's happened to the world and now that the Allies and Soviets are gone, they must work together to create a Revolt that will topple Yuri's dominion.

 

 

Why do I feel this is basically what happens in the final few missions? 

 

Though admittedly nicely elaborate and interesting, I find a few parts to be doubtful.

 

For Soviets, the recent Covert missions like Brothers in Arms and Dawnbreaker feature their forces gathering in geographic locations far off from each other. I cannot claim to have a good idea about the exact sequence of how the last two Soviet missions go, but the missions and the narrative have built to at least one epic slugfest between them, with the forces from said locations joining you as reinforcements.

 

As for Allies, I have mentioned in before, but I can't see anything that would suggest that SIegfried is going to live through Act II.


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#2150 BlackOpsEcho9

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Posted 04 March 2019 - 10:39 PM

I know this is a dumb question, but will there be an act 3 for the Foehn Revolt? I would love to see Yuri's empire collapse on top of him.



#2151 Flandre

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Posted 05 March 2019 - 02:49 PM

I know this is a dumb question, but will there be an act 3 for the Foehn Revolt? I would love to see Yuri's empire collapse on top of him.

 

Maybe, but it is likely be somekind of "time skip" after all 3 factions final mission + the end conclusion of the "backstory" of the Foehn revolt.


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#2152 Solais

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Posted 05 March 2019 - 04:29 PM

I think it was posted somewhere here that there will be and apparently it will be unlike anything that was seen before. I wonder what that means.

 

Also, I wonder if it will be still a linear, Foehn only act, or we'll play the Epsilon too? Maybe every mission will be a "double mission", where at the start, we can choose which side we take on and lead to victory, so based on player choice, Act 3 could be all Foehn missions, or all Epsilon, or even "play" a story where the power shifts with every battle, one Foehn mission, then one Epsilon mission, etc, all based on player choice. I don't think I ever seen something like that in an RTS before (then again, I haven't played all of them).


Edited by Solais, 05 March 2019 - 04:30 PM.


#2153 Flandre

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Posted 15 March 2019 - 04:40 PM

I think it was posted somewhere here that there will be and apparently it will be unlike anything that was seen before. I wonder what that means.

 

Also, I wonder if it will be still a linear, Foehn only act, or we'll play the Epsilon too? Maybe every mission will be a "double mission", where at the start, we can choose which side we take on and lead to victory, so based on player choice, Act 3 could be all Foehn missions, or all Epsilon, or even "play" a story where the power shifts with every battle, one Foehn mission, then one Epsilon mission, etc, all based on player choice. I don't think I ever seen something like that in an RTS before (then again, I haven't played all of them).

 

That sounds like from that Tiberium D- game.


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#2154 Tathmesh

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Posted 16 March 2019 - 02:27 AM

My guess is that Foehn missions will simply involve more complicated scripting and epic set-pieces, more than we've seen before.

 

We see that a little bit in the most recent missions.

  • The Paradox Engine gives you time stop and chrono-shift support powers.
  • There are Allied helper factions that help you out in Insomnia. 
  • Dybbuk Hive as enemies in Insomnia
  • Chronoshifting heroes back to life.
  • Secret domes that give you access to Future Tanks in Tainted Empire.
  • You can choose China or Pacific Front in the Great Beyond. 

 

I think Foehn will just be that but cranked up to 11, where every mission has some kind of big set-piece or gimmick to play around. 



#2155 TerumasaReal

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Posted 17 March 2019 - 12:26 AM

Another feedback just received:

 

The fake unit that plays role as select marks can be omni-crushed by heavy units which have this ability. A player reported that in the Great Beyond, these marks can be crushed by Tortoise if sending the latter to islands and command them to go through these marks. Better fixing that in the future.


Edited by TerumasaReal, 17 March 2019 - 12:30 AM.


#2156 SuperSnivy

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Posted 20 March 2019 - 02:00 AM

Just tried out something in "The Conqueror". At least on Easy difficulty, it's possible to kill Romanov before destroying the Nuclear Reactors. Except for the part where you'd have to kill Romanov, the mission keeps playing as if he were alive (including the text that says the ambush failed to kill Romanov, so you'd have to kill him later).

 

It's a minor detail, but perhaps this possibility could be acknowledged.



#2157 Handepsilon

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Posted 20 March 2019 - 04:46 AM

It was found out much earlier I think

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#2158 Spinosaurus

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Posted 05 April 2019 - 05:37 AM

I have an idea for two Foehn Coop missions:

 

One mission takes place after Epsilon Covert Operation "Blood Rage". During that mission, you see that there is a Proto-Foehn Chinese base that gets abandoned.

I figure that the Foehn forces that flee the area, are afraid perhaps Libra might go on a further rampage, and move to evacuate a nearby city, before her or Epsilon move in to do nefarious things. This is due to them not knowing if the Epsilon player succeeded in recapturing Libra or not. The forces evacuating from "Blood Rage" call ahead to another cell operating in that city, which transitions you to those in-city forces.

 

This mission would be very similar to Tiberium Firestorm's "Party Crashers" mission. You play as Foehn China, and only have a war factory, a barracks, airfield, four power generators, and the soviet repair crane. 

As this is a coop mission, bot players will have access to this base evenly and be required to be in two different areas of the city.

 

 

Mission Objectives:

  • Protect small clusters of civilians and escort them to the designated lift zone.
  • Defend your base from Psi-Corps attacks until reinforces -from Blood Rage- arrive.

Once the objectives are finished, its determined that Yunru is in need of assistance nearby, and you must move to help her. Mission ends.

 

 

Second idea:

 

The S.S.A (Soviet Socialist America) is mostly under Yuri's control by this time in Act 2, with small pockets of American resistance and Soviet Remnants. A few Chinese expeditionary units in the Pacific Fleet, turn out to be loyal to Yunru, and are activated as a cell of Foehn. They are told that Yunru is on her way to Alaska and will require a field base for her and a new ally (Rashidi) will require a place to work and assess the situation with their plans for the future. In order to do this, a base of operations will need constructing, and that falls to you. Unfortunately as the previous Foehn missions have stated, water routes are very dangerous right now, Epsilon as well as mind controlled soviet and allied naval units will be in the area, hunting for you and anyone else not under Yuri's influence. Both players are advised of a perfect landing zone for your respective Zubrs containing MCVs to deploy, as well as just a few other Zubrs with assorted infantry and vehicles too; you will also have a couple Typhoon subs and Seawolves.

 

On your way there, part of the fog of war, will be revealed to show Pacific Front Forces currently in a heated exchange with Epsilon naval units, and you could use all the help you can get. Rescuing said PF forces, they are evenly distributed to both players, and you press on to the objective. As you close in, your adviser announces "warning chronosphere activated"  and a bunch of nasty Yuri units spawn on that island, of which you don't have the units to defeat them. Once that happens, the PF fleet commander tells the players that they had a base nearby on St. Matthew Island, and marks it on the map.

 

Steaming towards said island, there are abandoned PF structures, but never fear allied cargo planes arrive and drop off engineers for you to recapture said structures for use. Once that is accomplished, you may land your Zubrs and deploy the soviet MCVs and get cracking on building. After a little bit, you get a warning that the mind controlled soviets and allies are catching onto what you are up to, and an enemy naval force is approaching your position. With this knowledge the commanders must hastily gather their resources and construct naval yards to combat this threat. Once the timer is up, soviet typhoons, akulas, seawolves, allied destroyers and battleships show up to attack the island. One or both players should engage the fleet, while the other focuses on defense. After a couple good minutes of defending from naval attacks, an aerial armada from the mind controlled Russians arrive, consiting of a few Wolfhounds and Kirovs, heading for your base. Once that is dealt with, the Mind controlled Soviet base and Allied bases are revealed in a map expansion, to the players. To make this an extreme coop, they are on separate islands on different areas of the map. Utilizing both a soviet and allied arsenal, you both must take these bases out to beat the level. Essentially it is a survival scenario, then finishes off with a destroy enemy base to win.

 

Once the enemy bases are neutralized, you get a collective cheering, and its revealed Yunru and Rashidi are on their way via the Ironwing and requesting clearance to land. The unlikely team rejoce in that "the leader" has survived, and there might just be a future for them all, against Yuri's tyrannical on the world. After that, you get a fade to black, mission successful. 

 

This mission would basically be the prelude to the single player mission, "The Great Beyond".

 

What do you think?



#2159 Handepsilon

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Posted 06 April 2019 - 04:55 AM

The foehn forces that fled after Blood Rage came in Nobody Home, I think, so I don't think first idea makes that much sense, considering evaccing Yunru is their top priority

Also, Yuri freely using Chronosphere doesn't make much sense. The one they have is an old version that could only transport a few and from how Unthinkable turned out, it also took an explicitly long time. Meanwhile, the only other Chronosphere is the Paradox Engine. There are no other Chronospheres other than the two

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#2160 Fortranm

Fortranm
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Posted 06 April 2019 - 06:25 AM

Nobody Home is an almost direct followup to Machinehead, while some time might have passed between Machinehead and Blood Rage. There is a chance that the Teal forces in Blood Rage are fighting just to buy more time for Yunru to get far enough from the Chinese forces chasing her, but it's unlikely for them to be the friendly reinforcements seen in Nobody Home.






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