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Strategic Sage
Jan 22, 2017

And that's the way it is...
** NO SPOILERS !! **




Published by Sierra in 2000 and developed by Massive Entertainment, Ground Control is a unique RTS and a definite, groundbreaking departure from the genre at the time. It's probably better termed 'real-time tactics', and later received an inferior expansion in Dark Conspiracy, and a roughly equally inferior sequel Ground Control II which was the final game in the series. While there is a moderate and IMO appropriate level of customization available for your fighting force, you cannot build more. You cannot build a base of any kind, you do not gather resources, you do not research technology or evolve advanced abilities during a mission.

You have what you have. It's a squad-based tactical game, and if you lose too many of your squads you restart the mission, there is no getting more. In the sequel as well as the 'spiritual successor' and more popular title by the same developer, World in Conflict (2007) there is a form of the reinforcement points mechanic allowing you more leeway to an extent. Not so in Ground Control.

Why Ground Control?

Once upon a time, a bored middle-aged guy was looking for a larger audience for his written AAR material. He happened upon SA about two and a half years ago, and had one really bad attempt which soon fizzled. Then he started a Master of Orion LP which a number of people didn't think was the worst thing they'd ever read, and some kind souls suggested he should consider doing video content. And so it was that I became a content creator on YouTube. I owe a lot to the community here; giving you what you've requested is the least I can do.

At the end of MOO, a poll was taken regarding retro games I should do next. Ground Control won the vote, with MOO2 (which I did before this) coming in second. So here we are, with a game chosen by the community that is unique and one I enjoy. I'm hopeful that makes for a good experience all the way around.

Is This Game Any Good?

The concept gets high marks from me purely because it really hadn't been done, and I think it works well also. Story/atmosphere varies impressively from quite good to cringingly, eye-rollingly cliche-ridden; voice-acting from passable to excellent with a wide range of talent employed. Sound and graphics are well-done for the time, though the visuals are obviously dated now. Controls, tutorial materials etc. are quality but clunky at times.

So overall not great, but better than most esp. with the concept getting it a bonus.

Spoiler Policy

NONE. There's a thing that happens at a certain point - can't be more specific without giving it away - that I think is quite cool to the point of being one of the better gaming moments from this era. We'll see if others agree with that take when we get there. Despite it being 20 years old, I expect quite a few will probably not have seen this game as it had a loyal, but fairly modest following as RTS go. I'd like them to be able to experience it afresh if they wish.

If what you have to say hasn't been covered and/or shown in a video, DO NOT POST ABOUT IT. Don't use spoiler tags. Don't be coy. Just don't do it. PLEASE.

If you choose to post spoilers, I'll ask you to remove them. If you don't do so within 24 hours, I'll involve a moderator. This is for the good of the thread. I always like discussion/interaction etc., but if this means you can't say anything for the first few episodes, take this as an encouragement to keep your virtual trap shut until we get to the content you wish to discuss.

LP Style

Edited video (similar to my AI War stuff, I'll remove some of the grindy/repetitive maneuvering after we get our teeth into things).

Goon Participation

Squads get promotions, medals, and stats in this game. More details on that will come later. They also have customizable names and loadouts. That's where you come in - if you wish - as my subcommanders. If you wish, you may propose a name for a squad in any video I've posted. I will rename them at the soonest available update, but not before they get their first promotion. That'll create some 'lag time' to keep things going hopefully smoothly. The following broad categories of squads will eventually be available; Infantry, Terradyne (land vehicles), and Aerodyne (flying contraptions).

If you choose, you may also specify what type of gear, 'combat posture', and unit subtype within those categories you would prefer (limited to those unlocked at that point of the game of course). Because of the LP approach, I won't always be able to perfectly follow these, but when possible I will do so.

LP Difficulty

I'm going to do this in a narrative gameplay style, Hard difficulty at least at first. I'm experimenting a bit with this one. By narrative I mean that I'll be playing as I think the character would at that moment, as opposed to a meta-gaming, break the game in half style. I'll also be delving some info on the backstory, characters, VA cast, etc. This may require me to bump the difficulty down one level at some point; Ground Control is a fairly challenging game as is though not oppressively so. A fair number of the handful of existing YouTube LPs have 'God Mode' on which eliminates almost all damage sources, because as one of them put it they don't think they could finish it otherwhise.

No such wimping out here but where the two conflict, narrative/atmosphere above challenge.

The Conflict To Date

Boot Camp (48:00)
Communications Relay (20:26)
The Defector (12:42)
At The Source (24:44)
Iron Shield (17:21)
Aquisition (13:35)
Neighbors At The Door (30:51)
The Satellite (23:13)
No Win Situation (21:16)
Jungle Purification (37:49)
Anti Air Raid (59:41)
Simple Escort Duty (1:00:30)
Take & Control (57:07)
Under The Field (1:06:05)
Behind Enemy Lines (1:07:25)
Show of Force (1:01:58)

Order Campaign

Liberation Day (19:35)
Clear The Way (13:02)
Nobody Home (18:15)
Activation Equipment (25:48)
Into The Dark (24:24)
Early Warning System (56:40)
Important Cargo (45:34)
Heretic Manna (56:43)
Have Gun, Will Travel (48:04)
Four Bridges Too Far (32:24)
Source of Power (1:37:14)
Covert Beginning(42:10)
Winter Wonderland (24:21)
Desperation Attack (38:50)
The Last Dance (1:45:02)

Strategic Sage fucked around with this message at 16:21 on Oct 12, 2020

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Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Boot Camp (48:00)
:siren:

This is mostly the tutorial missions, all in one video to get them out of the way. They're pretty good as such things go, but if you want to skip them that's totally understandable. The game's intro cinematic starts things off, and I recommend that as well as a plot synopsis I did starting at around 41:15 to get a little more flavor for what we're in for here.

Up Next

The campaign starts, and we meet a couple of characters, delve into some more backstory, and generally start getting a feel for the game proper.

Available Squads

None yet. That will change with our first real mission.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Velius posted:

Thanks for lping it Sage!

My pleasure!

Velius posted:

It also has *removed*

The what? We know not what this *removed* thing is of which you speak. Thus far we have only made the acquaintance of light and main battle terradynes, a couple of aerodyne types, APCs, and marine infantry. Which is still quite a selection for boot camp, but … please do the necessary.

Strategic Sage fucked around with this message at 20:00 on Mar 27, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...

Jobbo Fett posted:

I was wondering who would eventually LP this...

It would be a sad error in judgement Jobbo, to mistake this series for a corpse.

megane posted:

It came out when? Man I feel old.

Old we are, yet younger than we will be. Or something.

sebmojo posted:

Not sure I ever made it to the twist, looking forward to this.

Thanks for joining the ride!

Strategic Sage
Jan 22, 2017

And that's the way it is...

PurpleXVI posted:

I honestly have mixed feelings on Ground Control, I love the concept and enjoy the game... until about the halfway mark every time, then it just kind of peters out for me. So I look forward to this LP.

Glad you popped back in for this one. You're not alone in this sentiment; I'll get into the why later for spoiler reasons but as the game scales up gameplay does get tedious for some people. It's been years since I completed it myself so I'm kind of curious how it holds up to my memory of it personally.

Deadmeat5150 posted:

really liked this game when I played it... apparently back when Betty White was in diapers. Jesus I feel old now.

Lol. I said 20 years ago … not 200 :P

Strategic Sage
Jan 22, 2017

And that's the way it is...

Loxbourne posted:

Ground Control is just a beautiful game, and it plays well with its simplicity - you really get a feeling that you're a hard-bitten corporate mercenary whose loyalty is to her men first, and the company a long way second.

Glad you enjoyed it, and hopefully I'll be able to do it justice here.

Please be careful with the spoilers. This can stay as we'll be getting into it in the next episode tomorrow, but those who haven't played the game don't know our protagonist.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Communications Relay (20:26)
:siren:

The first real mission, although it's more of a confirmation than you know the basic controls than anything else. We meet our first couple of characters including the previously-mentioned protagonist who is voiced by one of the most (now) well-known VAs in the business. Things will ramp up fairly quickly by RTS standards, but this one does more for plot and character development than it does for the story itself, and I've always thought this campaign-introducing cinematic was an example of particularly clumsy writing. More backstory, the way briefings and force configuration works is discussed before the mission; debriefing and stats including ranks & promotions comes afterwards.

Up Next

The second mission is one that can trip people who aren't strategists up; I've seen people say it's already the point at which they bagged the game.

Available Squads

We have a single Infantry squad now in need of a subcommander. To acquire them, simply post in this thread with whatever (appropriate) name you'd like to change Vanguards to. As noted before, the name change will take place when they get their first promotion.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Kangra posted:

for various reasons the level design got really tedious for me. The lack of in-mission save is a big problem for it.

Kibayasu posted:

Every time I replay this game I eventually get to one of the late missions, die once, and lose all interest because you can't loving save.

I've been surprised so far by the relative love-in in this thread - when this was first voted on people who knew the game at that point weren't that enthusiastic about it. The objection raised here is an understandable one, and I'm ambivalent on it. It can get more tedious in the later missions, for reasons I'll skip for now because spoilers. Not having in-mission saves appears on the surface to be a significant flaw, but I'm not sure that it is. With the emphasis squarely on tactical battles, allowing that would really unbalance the difficulty and lead to a lot of cheesy savescumming. In a different genre, you consider the original Splinter Cell, which required you to perform a certain number of maneuvers successfully before reaching the next checkpoint. On the other hand it is really annoying to get a ways into a long mission, do something stupid or make a mistake because of some mechanic that you didn't fully understand or whatever, and then have to start the mission over.

evilmiera posted:

There's also various little hints that swedes made the game, such as the name of the one ship being Astrid, and the name of the planet riven by war being Krig.

Forgot about the Astrid, I need to remember to mention that along with all the other names.

Cythereal posted:

so weird and refreshing to have a female protagonist for a game like this, particularly with a backstory that doesn't focus on her being a woman.

Agree. There's a lot of games that do the whole 'we've evolved to the point of equality' thing and then spend a lot of time talking about the gender of whatever character is involved. Here the silence about that is deafening, and the events in the story carry the character arc forward on their own.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
The Defector (12:42)
:siren:

We learn a little more about our enemy, and another squad is added to our command. We get access to a couple pieces of equipment, though we don't actually have any available choices yet until we get more. Also seen is the most obvious way to fail a mission, and what happens when you do … and a name that simply must be seen to be believed.

Up Next

The scaling-up of the introductory act continues with an interesting but highly flawed mission, including a new character that spawned a bazillion bad jokes relating to David Bowie.

Strategic Sage
Jan 22, 2017

And that's the way it is...

anilEhilated posted:

the fact it is a pain in the rear end to actually play makes the game perfect LP material. This way, everyone gets the experience but only you get the suffering.

Leaving the rest of the conversation alone as it's already crossed into spoiler territory and I'm not going to push it further that way, but this was amusing. Thing is, I don't actually consider it suffering, I'm enough in the rogue sort of mindset that I enjoy the challenge up to a point.

Also, I forgot to mention in the thread here that we have another Infantry Squad available now as of the last episode: the Green Berets are available to be claimed if anyone wants them. Berets, not Berrets as the game likes to put them, at least for now.

Strategic Sage
Jan 22, 2017

And that's the way it is...
I'd say the name Parker is not that particularly rare, but I still found thetruegentleman's dialogue amusing.

Strategic Sage
Jan 22, 2017

And that's the way it is...

DeadMeat5150 posted:

The Dead Meats are named after how they view the enemy, not after what happens to their members. At least thats what the PR teams claim.

Major Parker hopes your questionable life choices will bring you satisfaction and honor, and the Crayven Corporation reminds you that, as the manual states::

quote:

all information regarding this operation is to be viewed as strictly confidential. Breach of confidentiality will lead to summary execution according to directive #9, paragraph 65.

Of course they also "allow you to be all that you can be.", whatever the heck that means.

You've been added to the roster in the OP, though it will be a couple missions before the new name actually shows up in video form. I'm a couple episodes ahead as is my tradition - but won't be playing any further ahead than that, it's just a failsafe in case something should happen healthwise or whatnot.

@Kibayasu - Agree totally. It's just something they throw in every once in a while, and it's a fairly low-key reminder of exactly why you're here risking your life and that of your even-more-expendable soldiers; because the top dogs at Craven think it's profitable. That's it, and that's all.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
At The Source (24:44)
:siren:

The third mission is one that is better in theory than it is in practice, thanks to some sketchy level design. I'm also not a fan of how cliched our latest 'colleague' is. Major Parker's mental state isn't done any favors by this operation.

Up Next

For the first time in the campaign, the Order seizes the initiative, and tests our ability to defend.

Available Squads

The Headhunters, our first Terradyne squad, are on the lookout for a new subcommander.

Strategic Sage fucked around with this message at 14:27 on Apr 4, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...

Slaan posted:

Call the Terradynes the Military Police

Added. That's all the openings for now, but there'll be more. There'll be a LOT more.

Cooked Auto posted:

David Bouey?

Potato, potahto. Also, pronunciation is hard. That's all I got.

Alchenar posted:

the colleague is cliched but the game should get mad props for putting you in the place of the female protagonist who is really good at her job but gets outshone by a mediocre man.

I'm not as impressed with that in this particular case due to the setting. The game clearly implies a different reason; namely that Thomas is a suck-up who lacks compunction, qualities that Crayven values and Parker doesn't share. Like many futuristic games, Ground Control is (in the manual) explicit that gender equality is a thing and I don't know of anything that indicates otherwhise. So I see it as a simple case of man, woman, who cares, but the protagonist is a loose cannon and a troublemaker in the eyes of the company and that's the real issue here. I definitely do give the game credit though for a well-thought-out setting that it consistently adheres to.

Also, thanks for your courtesy vis a vis the spoiler rules.

Strategic Sage
Jan 22, 2017

And that's the way it is...
I don't remember any such problems when I first played it many moons ago, and I'm not far enough in yet to say anything intelligent this time around. That it was even an issue ever is totally news to me. The only thing I've seen issues with on the GOG version is the briefing audio skipping for some people - I see that occasionally but restarting the briefing almost always fixes it.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Iron Shield (17:21)
:siren:

A more clever name shows up in this briefing, and we get our first glimpse of artillery in a tricky defensive scenario.

Up Next

A new side of our boss emerges.

Available Squads

A new terradyne squad, the Humble Destroyers, has been made available. They haven't yet earned their first promotion, but that should come soon.

Strategic Sage
Jan 22, 2017

And that's the way it is...

boisterous posted:

Please name that new terradyne squad the Humble Himbos

So it shall be written.

@PurpleXVI - They tend to be divisive. Some love em, some hate 'em. We'll get more into that later.

Slaan posted:

I used the APC's way more than you did when I played.

I'll meet you halfway on this. I think it's fair to say I've been using it consistently to repair my units, but that also makes it less effective at being a weapon from a firepower standpoint. I honestly didn't know it could shoot over infantry but even so, if the APC is moving up and down the battle line it'll be moving behind terradynes as well, and that means friendly fire in the back of your valued vehicles or more multi-tasking than I have the APM skills to achieve. I also think that we're already past the point where it's going to make a huge difference in the fighting just in terms of the growing number of squads we have under our command … so I think ferrying infantry around and repairing at key points is pretty much where I'm at in terms of the utility.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Aquisition (13:35)
:siren:

The title here is a typo. The game's not mine - ironically they spell it correctly within the briefing but not on the mission itself. Another quick, but potentially tricky one here, and we get access to the mainstay of the Crayven military.

Available Squads

None - we didn't get any new ones for this mission.

Strategic Sage fucked around with this message at 15:24 on Apr 11, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...
The next one is much longer, if that makes you feel any better.

SIGSEGV posted:

Is elevation always an advantage

Yes it is, I'm 90%+ sure of that. I can't speak to Ground Control 2 which I've never played, but for this game it's just a flat higher ground FTW mechanic. Darkness is generally better I think than elevation though fwiw.

Strategic Sage
Jan 22, 2017

And that's the way it is...
I'm not enforcing it unless it clearly crosses the line. We've gotten close and maybe edged over it, but not much has been a clear violation. Any units themselves that we saw in the videos are fair game - nothing like that is ever a spoiler because … well, it's out there. It's been shown so it's not a spoiler - I don't want people to not be able to talk about the game at all. It's only stuff that hasn't been shown that I care about. So i.e. if you have talk about other not-yet-seen units etc. for purposes of comparison to make a point … don't. Otherwhise I don't see it being a problem.

Kibayasu posted:

I wonder if its possible to just not engage those first patrols and just wait until the convoy comes along.

It's not. I've even gone up on that whole central plateau thing and tried to do it that way. There are always hoverdynes in front of the convoy, and it'll reverse course once you fight them. That's one part that's actually scripted well - the convoy will always either veer north, or escape south if you give it too long.

Strategic Sage fucked around with this message at 02:48 on Apr 12, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...
The reason I don't think that works is there are at least four transporters in the convoy. So you could theoretically get one or two with precise timing, but I think the others would just turn around.

*waits for someone to post a video proving me wrong*

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Neighbors At The Door (30:51)
:siren:

A significant turn in the Parker-Hayes relationship is quite precious IMO. This mission has a surprise for us, and most intense fighting yet.

Available Squads

Vanguards (Terradyne)

Strategic Sage
Jan 22, 2017

And that's the way it is...

mmtt posted:

I remember playing this game long ago and struggling to make use of regular infantry beyond the first missions. Glad to see I'm not the only one.

Their mortars, as we've seen, are pretty much always going to be useful. There are conditions where they are valuable beyond that which I won't spoil, but it's also true as we are seeing that vehicles do tend to steal their thunder more often than not.

Loxbourne posted:

the reason that base entrance leading off the map is there is because this mission uses part of the same White Asem map as last time, but rotates the terrain 90 degrees. That entrance is the one we defended back in Mission 2

Ahh, I was not aware - thanks for this.

Strategic Sage
Jan 22, 2017

And that's the way it is...

sebmojo posted:

my... secretary must have misfiled that part of the report
yes, i suppose he must have

I noticed that as well and forgot to mention it. I think it's really well-done there because as mentioned it's subtle and they don't dwell on it or make a big show of it.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
The Satellite (23:13)
:siren:

A new type of infantry awaits us, a new region in Krig and a new biome … we're definitely into the second act now. This mission requires some multitasking, and is another one where the design of it isn't entirely as advertised. I've never seen anyone else do it the intended way because of that.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
No Win Situation (21:16)
:siren:

The Order finally gets up off it's arse and makes its presence felt in a more aggressive fashion. The second half of this mission features arguably their most-feared squad, one that veterans of Ground Control have good reason to hate going up against.

Available Squads

Vanguards (Terradyne)
Headhunters (Terradyne)

Strategic Sage
Jan 22, 2017

And that's the way it is...

PurpleXVI posted:

I think this was the first mission that really kicked my rear end in Ground Control.

Same for me. I'd lost other missions prior to this one on the first attempt - the xenofact attack in the previous one as an example - but the starting battle in the Satellite mission was a bear for younger me. I think it's the point where I turned the difficulty down to Easy and just said 'screw it, I want to follow the rest of the story more than I want to be good at this game'.

Strategic Sage
Jan 22, 2017

And that's the way it is...
Nope. You can have them turn whatever direction you want once they get there, but there is no 'just back up' movement.

anilEhilated posted:

Name one squad One Day to Retirement so we know who won't be missed by the enemy fire.

They'll be in the next mission which I'm working on now. Also, if anyone's wondering how long a squad name can be; this just barely fits. Anything longer is probably not going to work.

Strategic Sage fucked around with this message at 19:41 on Apr 21, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...

Loxbourne posted:

I'm not sure if this game models top armour but it always seemed like they were ripping through my units' HP at a terrifying rate.

It only has two vectors, front and rear. Otherwhise though you're definitely right. If they're shooting off their rockets,, you're already in trouble. Templar might be a one-trick pony, but it's an awfully scary trick they have and as mentioned only your infantry are safe from them.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Jungle Purification (37:49)
:siren:

Some of you have been waiting patiently to hold forth on artillery. Now's your chance, as we get our hands on the HOG terradyne variant for this mission. It's a jarring shift from the defeat in the last mission to one where we can really throw our weight around. Once again, the intel briefing is wrong and the game pushes you towards a really stupid way of attacking this operation as well … which I do not follow because I like minimizing idiocy in combat zones. This is also the point in the game where the missions start getting quite a bit longer consistently, and while there was pretty much constant action in this one more frequent time-skipping on the slow maneuvering sections will soon become a thing. At the end, a demonstration of how scary aerodynes can be if you take too long here as well.

Available Squads

Headhunters (Terradyne)
Hungry Lions (Terradyne)
Massive Roughnecks (Terradyne)

Note that I can switch these back and forth between artillery and standard armor roles as I wish at this point.

Strategic Sage fucked around with this message at 15:26 on Apr 25, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...

Centurium posted:

Mine eyes have seen the glory of the firing of the Hogs
We will rain down fire till every structure's reduced to smoking logs
The remainder of our forces simply serve as armored clogs
The artillery come raining down!

This is beautiful. Two missions from now though, I intend a counter-demonstration against the third line here.

That takes nothing away from the fact that it's still a beautiful composition. You have greatly enhanced this thread :)

re: Purple XVI …

The patience thing would already be there without artillery IMO. Templar make it so as well - the whole way that units are designed with not merely hard, but virtually impregnable counters places scouting and patience at a premium on hard difficulty I think. When I was younger it was all Wolf terradynes on defensive on easy difficulty so I could withstand anything, but that doesn't really fly otherwhise. From my perspective, the types of changes you'd prefer would make Ground Control a very different kind of game, much closer to a normal RTS. There's nothing wrong with those kinds of features in that environment, I just don't think they fit in this game - it's not what it is trying to be.

Strategic Sage fucked around with this message at 00:19 on Apr 29, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Anti Air Raid (59:41)
:siren:

The grind level goes up another notch in a zig-zagging attack mission. We get access to aerodynes now, the last branch of the Crayven military, but they don't end up doing us a whole lot of good given how much vulnerability they have on this map. The payoff here really is the end, where it's made clear the second attack has come to an end, and there's something new afoot with the Xenofacts.

Strategic Sage
Jan 22, 2017

And that's the way it is...
Nope, no waypoint system. I also definitely can't speak to MP at all - that's not my bailiwick.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Kangra posted:

I do like that you're forced to use good tactics, and in truth you can play well enough to avoid getting surprised most of the time. But it makes for a very tedious experience.

You're definitely not wrong here, and they aren't going to get any shorter going forward for the most part.

Loxbourne posted:

the "anti-aerospace" guns sit underground in silos at mission start. If you scroll over to one and watch when it first comes into visual range, they have some amazing animation of slowly opening their domed hatches and rising out of the ground. The silo interior is even lit and detailed too if you zoom all the way in.

Huh, this I didn't know - I guess I've always been more concerned with the other threats closer by. .

Strategic Sage
Jan 22, 2017

And that's the way it is...

SIGSEGV posted:

I don't know why, but I have the feeling things are going to go to poo poo.

It's a Sierra game. They published Half-Life and Homeworld around this time. I'm calling this a safe bet.

Also, the gloves come all the way off soon from a gameplay standpoint, so there's that.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Simple Escort Duty (1:00:30)
:siren:

Unedited, this was even a little longer than the last one. Shockingly, only the last two words of the title fit. The first one is a flat-out lie. We get access to the Ocelot anti-air terradyne, which we can choose instead of the artillery if we want and are another unit that is a one-trick-pony, but dominant in their intended role. For this mission, I use eight squads and none of them are of the same type. I don't think I'll be able to pull that off again for the rest of the campaign. We also see the attack aerodynes on our side in action. And some cheeky mission design shows it's face again.

Available Squads

We have one 'specialist terradyne' and two aerodyne squads available. Also, some new types are coming up in the next mission where we pretty much reach the point of full, desperate, all-out conflict. We're done playing around and learning things now for the most part - the Order is desperate and Crayven is determined … and only one can control the Krig 7B Xenofacts. For whatever good that might do them.

Strategic Sage fucked around with this message at 21:12 on May 4, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...

PurpleXVI posted:

When Rock-Paper-Scissors hard counters get too nuanced it just makes the game unfun.

True if you are playing StarCraft, C&C, or whatever IMO. I once again think it's different here since you are choosing from a limited number of squads, so things like this have a place here where they wouldn't in a more traditional RTS.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Take & Control (57:07)
:siren:

A weird easter egg and the first loss of an entire squad make their appearance as we continue futzing about with the Xenofacts. The extent of the relics' plot armor is revealed here as well, along with a new and highly dangerous Order weapon. We've now got squads of all types sitting open, including one replacement for the aforementioned casualty. Next, the scene will shift and we'll enter the final phase of the campaign.

Strategic Sage
Jan 22, 2017

And that's the way it is...
PSA: You may have noticed the schedule's gotten a bit sporadic here, and that will continue. For the past three weeks now, I've become a 'professional shopper', which I plan on continuing to do even after the pandemic abates. This hobby has become a bit of a casualty of that. Lots of adjustments are happening for me personally; physical, psychological, daily routine, and so forth. This project and the others will proceed, but at what frequency is anybody's guess. I don't have any good sense of how long it will be before a 'new normal' emerges, only that I'm not there yet.

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Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Under The Field (1:06:05)
:siren:

The stupidest game of ring-around-the-rosy with Templar that I've ever seen much less been a party to sort of defined the point at which this mission started to go a little sideways. Also felt that Maj. Parker needed to be slapped during the briefing, and we get another change of scenery here as well. It wasn't an improvement. Nonetheless a major Order installation goes down, and they can't have many left ... can they? The new squad we get is pretty cool though IMO.

OOC: Also annoying was me having to redo this mission a fair bit due to my own stupidity, random technical issues, etc. Suffice it to say I'm glad to have this one in the rearview mirror.

Strategic Sage fucked around with this message at 11:00 on May 30, 2020

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