Lets do some campaign

Discussion in 'Backers Lounge (Read-only)' started by ozonexo3, February 7, 2013.

  1. thefluffybunny

    thefluffybunny Active Member

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    why start with the commander, sure its the main unit, but also the most complex.

    could start with an engineer, land based, have a cutsie intro to 'bob the builder' and he has lost his friends, can you help him find them... you wander around the map trying to find the commander - queue standard movement and camera mechanics instructions, and along the way the engineer bumps into things... reclaim some debris thats blocking the path, repair a radar station, reclaim a tree for energy so radar turn on briefly - turn the radar on, - radar shows enemy location and some allies - ai instructs you to attack with the weak pre-built scout units - change units stance to aggressive, and they attack the enemy but get obliterated. then find an enemy factory - capture it - build mex and energy, this then creates artillery units which can destroy enemy from afar - teaches you tactics. then find the commander who looks at the cute engineer adoringly, pats you on the head, turns to the assembled engineers and reminds them that "this is what happens when engineers dont follow orders and get lost" and he then blows you up as a demonstration of the uber cannons awesome power... assembled engineers rush off and start building things

    then zoom in on the commander and begin a simple re-build base and survive 10 minutes scenario - ie.e turrets and basic units. after that the campaign can follow any route

    tutorials are dull - make it interesting and unique - funny is one way.
  2. garatgh

    garatgh Active Member

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    Would be kinda nice to start off with a engineer and the whole "mission" for the prolouge/tutorial is to construct a commander while your learning to play (Im assuming the construction of a commander would be a very advanced and resource consuming thing).

    It would explain starting with limited functionality (No commander).

    You could introduce more and more functionality while the game progresses (by using more engineers, factories, special campaign structures, something like that).

    The tutorial/prologe could end with the creation of a commander (might not even need a tutorial for the com if the rest of the tutorial has been made in a good way).
  3. supremevoid

    supremevoid Member

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    Sounds good to me.
    There need to be an little tutorial about the commander itself after finished construction about his features and skills(selectable attributes).

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