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Tutorial Campaign for 3.0


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#1 Speeder

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Posted 12 November 2012 - 03:20 AM

All right, so what do you think should be included in the training campaign? I was thinking about splitting it into Basic & Intermidiate(?) Training: controls (two first tutorial maps from RA2, already done), general stuff about units & buildings, tech buildings & Additional/Advanced Training about tactics, units, terrain advantages, combos etc. You can choose any of the two minicampaigns in mission selection.

Think of 'Basic Training' like a campaign for newbies, people new to C&C. The second one would be for people familiar with C&C but not with MO3.

Basic Training - Day 1
- select, move, fog, select group, bridges, attacking, deploy/additional attacks, veterancy

Basic Training - Day 2
- MCV, power, refinery & resources, barracks, training infantry, GI, engineers, garrisons, fighting dem enemies

Intermediate Training - Day 1
- radar, scouting, dog, war factory, more harvesters, basic tanks, crushing, GGI, attack-move 1, transports, ships, airforce, machine shop, hospital

Intermediate Training - Day 2
- ???

Each day is a short mission, yes. :shiftee:

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#2 nomaner

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Posted 12 November 2012 - 03:43 AM

Why not the third day be about some special units, like the spy, yuri clones, and a couple hero units. Also,you could talk about how some units work good against one type, while terrible against another.

#3 Textchat Rogue

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Posted 12 November 2012 - 12:00 PM

Use it to teach them about things in MO that aren't in vanilla C&C, like improved Prism forwarding, deployment abilities (Hold the line) etc.

#4 zocker4ever

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Posted 21 November 2012 - 04:25 PM

Use it to teach them about things in MO that aren't in vanilla C&C, like improved Prism forwarding, deployment abilities (Hold the line) etc.


This

#5 Darkstorm

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Posted 22 November 2012 - 09:17 PM

Use it to teach them about things in MO that aren't in vanilla C&C, like improved Prism forwarding, deployment abilities (Hold the line) etc.


That could be advanced training. There's still probably more stuff that could be in day 2.

#6 Devastator

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Posted 10 December 2012 - 05:21 AM

Intermediate Training - Day 2
- spy, infiltration bonuses, superweapons and keyboard shortcuts?

#7 OmegaBolt

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Posted 10 December 2012 - 05:48 PM

"How to use a mouse"

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#8 mevitar

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Posted 10 December 2012 - 07:15 PM

"How to use a mouse"

Genius. :ohmy:

We should make a defend tutorial mission, then disable all controls and make the drill sergeant scream on the player while he is forced to watch as his base is being razed to the ground. After that, the drill sergeant should say something like: "See? That's what happens if you don't use a mouse in this game." :p
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#9 Zenothist

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Posted 10 December 2012 - 07:27 PM

^ DO THIS.

#10 Hecthor Doomhammer

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Posted 10 December 2012 - 08:01 PM

How comical that would be for sure, I feel that AFTERwards, you have to rebuild your base and defend it yourself then.
Get free MCV, Refinery, Barracks and WF, but now Powerplants and no Defense

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#11 isaac103

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Posted 25 December 2013 - 04:54 AM

hmmmmm maybe put in a few easter eggs just for fun? :p



#12 LusiGoosi

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Posted 25 December 2013 - 06:31 AM

Training would be extra cool if it flushed out some of the prewar attitudes. It would flush out the story more and could be from the point of view of more the one side. Unlike the original red alert training missions. I'd play them :)



#13 lovalmidas

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Posted 25 December 2013 - 07:32 AM

I would actually call for the tutorial campaign to styled for Epsilon (may or may not working for Russia). It'd be good to feature. Hey, I'd even volunteer to write the whole campaign (re-using WW's tutorial missions is boring). :p

Basic Training: For basic controls and concepts of the game

Intermediate Training: For more advanced controls and tools that can help you against the AI

Advanced Training: For the most sophisticated and near-philosophical concepts that will make you a true proselyte. Very useful against human opponents and mission designers. :p


Basic Training - Day 1
- Commanding a taskforce I: select, move, fog, select group, attacking, force-fire, repair, deploy/additional attacks
- Fog of war
- Terrain I: River, bridges
- Veterancy
Challenge 1 (Mental): Complete the mission in XXX time!

Basic Training - Day 2
- Commanding a base I: MCV, power, refinery & resources, barracks, training soldiers
- Economy I: Harvesters
- Commanding a taskforce II: Garrisons, range, numerical superiority
- Terrain II: Cliffs & range bonuses
Challenge 2 (Mental): Impose build-limit on all combat forces (e.g. 6 initiates, selling buildings does not provide crew; can be scripted on map using triggers and prerequisites).

Basic Training - Day 3
- Scouting
- Commanding a base II: war factory, tank production, base defenses
- Strategy I: Countering
- Economy II: building harvesters
- Tech structure I: Oil derricks, Machine shop, Hospital
- Commanding a taskforce III: Crushing, uncrushable, IFV modes, attack-move, waypoint mode, patrol loops
Challenge 3 (Mental): Less than XXX losses

Intermediate Training - Day 1
- Commanding a base III: Technology tiers, radar, shipyard and ships
- Commanding a taskforce IV: Inaccurate munitions
- Strategy II: Stationary defence vs mobile defence
- Tech structure II: Tech defences (HMG tower, cannon turret, cannon bunker, artillery bunker, SAM site, SAM bunker)
- Stealth and detectors
- Spy plane support
Challenge 4 (Mental): More enemies

Intermediate Training - Day 2
- Commanding a base IV: Aircraft (maybe Hailfox, lol), support powers
- Micromanagement I: Control-groups, fire and counter fire (Group 1 vs enemy 1, Group 2 vs enemy 2)
- Strategy III: Soft counter-Hard counter, Base expansion
- Tech structure II: Tech airport, tech expansion post, tech power
- Amphibious units
Challenge 5 (Mental): Time limit

Intermediate Training - Day 3 (I thought of a Libra introduction + Clones + Shadow Ring)
- Tactical Spec-Ops
- Micromanagement II: Kiting (Hit&Run), Multi-tasking
- Strategy IV: First-fire-advantage, Sneaking, Distraction, Harassment
Challenge 6 (Mental): More enemy defenders

Advanced Training - Day 1
- Commanding a base V: Technology Tier 3, Tier 3 economy support structures, Tier 3 combat support
- Commanding a taskforce V: Mind control, siege units, Omnicrusher and Omnicrush immunity
- Micromanagement III: Miner micromanagement, retreating damaged units
- Strategy V: Scouting counters, Build order, Base crawling, Sieging
Challenge 7 (Mental): Time limit

Advanced Training - Day 2
- Commanding a base VI: Superweapons
- Strategy VI: Strategic styles - The Turtle, The Early Rusher, The Spammer Economist, The Tech Rusher, The Operations Specialist, The Mirror
Challenge 8 (Mental): Time limit

Advanced Training - Day 3
- Strategy VII: Reading the preview map beforehand, Balance of Power theory, Balance of Threat theory, The Metagame
Challenge 9 (Mental): ???

 


Edited by lovalmidas, 25 December 2013 - 07:52 AM.

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#14 Petya

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Posted 25 December 2013 - 08:24 AM

hmmmmm maybe put in a few easter eggs just for fun? :p

Christmas eggs. :p



#15 Solais

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Posted 25 December 2013 - 08:31 AM

I really like the idea of all that by MIDAS, it would really teach people.... well everything!



#16 lovalmidas

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Posted 25 December 2013 - 08:37 AM

Do not mess with the MIDAS. He made the Black Forest melt, and made the Allies piss their pants. Do not underestimate the MIDAS.

 

:p


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#17 Psionic Psychic

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Posted 25 December 2013 - 10:07 AM

How about teaching the player about Immunities, Special Abilities, Superweapons and the Special Weapons (one with the Strategy Center powers and also for the Soviets and Epsilon). Generally it could teach what are the Powers you have to win without any armies.


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#18 Seth

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Posted 25 December 2013 - 11:07 AM

 

"How to use a mouse"

Genius. :ohmy:

We should make a defend tutorial mission, then disable all controls and make the drill sergeant scream on the player while he is forced to watch as his base is being razed to the ground. After that, the drill sergeant should say something like: "See? That's what happens if you don't use a mouse in this game." :p

 

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#19 Eternity 6

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Posted 25 December 2013 - 04:46 PM

Use must tell them about effects such as :

decreased speed

decreased rate of fire 

decreased damage

increased damage

increased speed

 

Deployment

 

Support powers 

 

Target priority

 

focusing fire 



#20 GuardianGI

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Posted 19 January 2017 - 10:59 AM

Is this thread entirely dead or something? Would be nice to get a reply :p


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