Protogod
12-02-2007, 2:52 PM
Alright, this poll is to decide which version of the "crazy platoon leader" we're going to work with.
DarkSoul and myself have come up with ideas. Feel free to share your own.
DarkSoul's Version
It begins with a short introduction. You're a portion of whatever Terran group is controlling the area(doesn't matter, really). You're stationed on a planet, under the control of (some rank) Johnathan Marsh, generally respected by his troops for his good nature. (Fluff!)
Next is an inside mission, investigating a friendly battleship that has apparently been autopiloted to the boundaries of the planet. Marsh has personal interest in the craft, since he seems to remember an old friend of his that was stationed on a ship of the same name. (Could be the Jove, Polaris, Mercury, etc, doesn't really matter, it's just fluff.) He leads the expeditionary team inside, as the scans are too corrupted by the EM emissions of the damaged craft to give any real insight to the contents. Long story short, the Zerg chomped on everything. Om nom nom nom, y'know? Poke around for a bit, download the datacore, and get notified by the computer about the remaining group locked down in the armory, while fighting Zerg off. I was hoping we could have it so that they spawn if you ever leave a guy by himself, for added effect. Anyway, you fight down to the armory and clear out the Zerg(should be made a big fight, and the other group of Terrans will be taking potshots at the Zerg as well). Once safe, the new marines join you and notify you that their leader(Marsh's friend/a ghost), is cloaking around the ship, and he was the one who managed to activate the autopilot while they secured the armory. One of your guys manages to reactive sensors for more of the ship, and they show his signature in one of the reactor rooms. You clear out even more Zerg to get there, and find him trying to overload the reactor to self destruct the ship. The new ghost(We can call him Leon or something) recognizes Marsh, and starts to freak out and shoot at them. Marsh calls for a dropship to get to the nearest port, and he runs up to Leon(tentative name!), sedates him, and forces him to the dropship. Marsh, Leon, and a small group now tail you automatically as you clear the path to the dropship, with a timer signifying the reactor overload.
Now there's a briefing, you go over the destruction of the ship for a minute, and talk to the marines. The marines reveal that the ship was on a secret mission, and they weren't fully aware of what was happening, only that they had been attacked. Leon is soon brought to the briefing, and after apologizing for his behavior(he thought they were infested, etc, doesn't matter, it's only an excuse), he asks to talk to Marsh in private. They leave, and the marines ask a question about whether or not they had been able to retrieve any information from the datacore. Marsh and Leon soon return, and Marsh reports that there is a Zerg force located a few systems away, that must be eliminated.
You lead a mission there, with a lead force of two battleships, several valkyries, and a small swarm of dropships, that must break through the orbital defences of the Zerg on the planet. The dropships are required to survive, and have Marsh, Leon, and several groups of infantry and mechs on them. If you lose any, the losses should carry over to the next map, but I'm not sure if that's possible to code, realistically. There will be several direct attacks by some anti-air forces, as well as some infested platforms with spore towers and the like on them. The secondary objective of the map is to clear off a certain number of the aforementioned infested platforms, to "secure the pathway" or something. Marsh notes that it's odd for the planet to have infested platforms, since there was no record of it having Terran occupation.
Next mission involves a direct strike against the main centers of the Zerg occupation, which Leon appears to have direct knowledge of. No questions are asked, though, as the strikeforce gets attacked immediately after setting down. Mission runs fairly straightforward, except for the abnormal numbers of infested terrans. Leon sets an objective to capture one of the infested command centers, and Marsh obliges. Once it's secured, the rest of the hives and infested CCs must be destroyed for the mission to complete.
Protogod's Version
Sc2s Plot: Psychological - proto vers.
VERY ROUGH OUTLINE!!!
Long after the brood wars, the broken UED float aimlessly through the sector, scraping up just barely enough to get by. One fringe group, however, still remains relatively successful, with a few moons under their control, along with some territories planetside.
Our game begins, however, with a group of these men frantically fighting their way to an awaiting dropship, carrying some captured artifact across the battlefield, narrowly escaping with a squad of men remaining. Upon returning home, we learn that these men have the highest casualty rate of any surviving terran column in active duty. Intelligence indicates that a dominion city is under attack by the zerg, and soon to be overrun. The defense platforms around the planet, however, are intact. In order to kidnap several valuable dignitaries in the ensuing chaos, we must thus break the dominion lines, and then evac the dignitaries in a surgical strike, dead center in the middle of the zerg onslought.
Following the suicide mission, the dignitaries are interrogated by your Commanding Officer. With a Dominion counterattack in progress, you must defend the fleet as it prepares to warp out. After warping out, however, you stumble upon the C.O. executing the prisoners one by one, claiming that his interrogation found them to be liabilities. More importantly, though, he says that in the interrogation, he learned of a secret plot to surrender vital terran weapons technology to the zerg. Your mission is to wipe out the traitors and any indication of a conspiracy.
Unfortunately, they are residing on a protoss-protected world. And so, you must flank the protoss in a diversionary tactic, while the bulk of your forces is the ntransported to the main cityscape (defended now by other terran), and you raze it all in an attempt to flush out traitors. Finally, you come across the head-honchos, who are completely taken aback by your actions. They are promptly dealt with, and your forces wipe away any evidence of the murders - or the city, by flattening it as you leave. You cannot afford to let any remaining conspiritors escape with the plans, or allow their allies to alert others.
Your next mission, as explained by your CO, is to liberate a terran research facility, suposedly working on upgrades for the weapon plans the conspiritors had. However, when you get there, you are able to find no such facility, but rather, a massive cluster of zerg. After being driven off of the planet, you realize that your flagship has an infestation, and that the zerg have been tracking you since you left the surface. You pull out of warp space near another protoss world, as you clear the infestation. While you are in normal space, though, a swarm of zerg comes out of warp nearby. The protoss defenses are alerted to the massive entrance of zerg and a large battle ensues, with you stuck in the middle.
Your ship is severely damaged, and without engines you begin descending to the planets surface. Your C.O. demands that you attempt to arm all of your weapons and go out in a blaze of glory, destroying the protoss mennace. The crew findsthis to be the last straw, and the captain is mutinied & executed. You must finsih getting the ship prepared for the crash.
You crashland, with much of the crew surviving, and are left to clean up the mess that you made for the rest of the game. Eventually you discover that the city you razed was 100% innocent, and the dignitaries were actually quite valuable scientists working on a powerful anti-zerg chemical weapon.
DarkSoul and myself have come up with ideas. Feel free to share your own.
DarkSoul's Version
It begins with a short introduction. You're a portion of whatever Terran group is controlling the area(doesn't matter, really). You're stationed on a planet, under the control of (some rank) Johnathan Marsh, generally respected by his troops for his good nature. (Fluff!)
Next is an inside mission, investigating a friendly battleship that has apparently been autopiloted to the boundaries of the planet. Marsh has personal interest in the craft, since he seems to remember an old friend of his that was stationed on a ship of the same name. (Could be the Jove, Polaris, Mercury, etc, doesn't really matter, it's just fluff.) He leads the expeditionary team inside, as the scans are too corrupted by the EM emissions of the damaged craft to give any real insight to the contents. Long story short, the Zerg chomped on everything. Om nom nom nom, y'know? Poke around for a bit, download the datacore, and get notified by the computer about the remaining group locked down in the armory, while fighting Zerg off. I was hoping we could have it so that they spawn if you ever leave a guy by himself, for added effect. Anyway, you fight down to the armory and clear out the Zerg(should be made a big fight, and the other group of Terrans will be taking potshots at the Zerg as well). Once safe, the new marines join you and notify you that their leader(Marsh's friend/a ghost), is cloaking around the ship, and he was the one who managed to activate the autopilot while they secured the armory. One of your guys manages to reactive sensors for more of the ship, and they show his signature in one of the reactor rooms. You clear out even more Zerg to get there, and find him trying to overload the reactor to self destruct the ship. The new ghost(We can call him Leon or something) recognizes Marsh, and starts to freak out and shoot at them. Marsh calls for a dropship to get to the nearest port, and he runs up to Leon(tentative name!), sedates him, and forces him to the dropship. Marsh, Leon, and a small group now tail you automatically as you clear the path to the dropship, with a timer signifying the reactor overload.
Now there's a briefing, you go over the destruction of the ship for a minute, and talk to the marines. The marines reveal that the ship was on a secret mission, and they weren't fully aware of what was happening, only that they had been attacked. Leon is soon brought to the briefing, and after apologizing for his behavior(he thought they were infested, etc, doesn't matter, it's only an excuse), he asks to talk to Marsh in private. They leave, and the marines ask a question about whether or not they had been able to retrieve any information from the datacore. Marsh and Leon soon return, and Marsh reports that there is a Zerg force located a few systems away, that must be eliminated.
You lead a mission there, with a lead force of two battleships, several valkyries, and a small swarm of dropships, that must break through the orbital defences of the Zerg on the planet. The dropships are required to survive, and have Marsh, Leon, and several groups of infantry and mechs on them. If you lose any, the losses should carry over to the next map, but I'm not sure if that's possible to code, realistically. There will be several direct attacks by some anti-air forces, as well as some infested platforms with spore towers and the like on them. The secondary objective of the map is to clear off a certain number of the aforementioned infested platforms, to "secure the pathway" or something. Marsh notes that it's odd for the planet to have infested platforms, since there was no record of it having Terran occupation.
Next mission involves a direct strike against the main centers of the Zerg occupation, which Leon appears to have direct knowledge of. No questions are asked, though, as the strikeforce gets attacked immediately after setting down. Mission runs fairly straightforward, except for the abnormal numbers of infested terrans. Leon sets an objective to capture one of the infested command centers, and Marsh obliges. Once it's secured, the rest of the hives and infested CCs must be destroyed for the mission to complete.
Protogod's Version
Sc2s Plot: Psychological - proto vers.
VERY ROUGH OUTLINE!!!
Long after the brood wars, the broken UED float aimlessly through the sector, scraping up just barely enough to get by. One fringe group, however, still remains relatively successful, with a few moons under their control, along with some territories planetside.
Our game begins, however, with a group of these men frantically fighting their way to an awaiting dropship, carrying some captured artifact across the battlefield, narrowly escaping with a squad of men remaining. Upon returning home, we learn that these men have the highest casualty rate of any surviving terran column in active duty. Intelligence indicates that a dominion city is under attack by the zerg, and soon to be overrun. The defense platforms around the planet, however, are intact. In order to kidnap several valuable dignitaries in the ensuing chaos, we must thus break the dominion lines, and then evac the dignitaries in a surgical strike, dead center in the middle of the zerg onslought.
Following the suicide mission, the dignitaries are interrogated by your Commanding Officer. With a Dominion counterattack in progress, you must defend the fleet as it prepares to warp out. After warping out, however, you stumble upon the C.O. executing the prisoners one by one, claiming that his interrogation found them to be liabilities. More importantly, though, he says that in the interrogation, he learned of a secret plot to surrender vital terran weapons technology to the zerg. Your mission is to wipe out the traitors and any indication of a conspiracy.
Unfortunately, they are residing on a protoss-protected world. And so, you must flank the protoss in a diversionary tactic, while the bulk of your forces is the ntransported to the main cityscape (defended now by other terran), and you raze it all in an attempt to flush out traitors. Finally, you come across the head-honchos, who are completely taken aback by your actions. They are promptly dealt with, and your forces wipe away any evidence of the murders - or the city, by flattening it as you leave. You cannot afford to let any remaining conspiritors escape with the plans, or allow their allies to alert others.
Your next mission, as explained by your CO, is to liberate a terran research facility, suposedly working on upgrades for the weapon plans the conspiritors had. However, when you get there, you are able to find no such facility, but rather, a massive cluster of zerg. After being driven off of the planet, you realize that your flagship has an infestation, and that the zerg have been tracking you since you left the surface. You pull out of warp space near another protoss world, as you clear the infestation. While you are in normal space, though, a swarm of zerg comes out of warp nearby. The protoss defenses are alerted to the massive entrance of zerg and a large battle ensues, with you stuck in the middle.
Your ship is severely damaged, and without engines you begin descending to the planets surface. Your C.O. demands that you attempt to arm all of your weapons and go out in a blaze of glory, destroying the protoss mennace. The crew findsthis to be the last straw, and the captain is mutinied & executed. You must finsih getting the ship prepared for the crash.
You crashland, with much of the crew surviving, and are left to clean up the mess that you made for the rest of the game. Eventually you discover that the city you razed was 100% innocent, and the dignitaries were actually quite valuable scientists working on a powerful anti-zerg chemical weapon.