Post by Psychosis on Jun 9, 2008 23:24:31 GMT -5
I kind of had the SFOD field in mind for this scenario, though I haven't really talked to them about it. Connors/Greyfox/whoever, if you're interested let me know.
Detailed summary of the plot of the first Command and Conquer game:
en.wikipedia.org/wiki/Command_%26_Conquer_%28video_game%29
Short version:
Basically, the Global Defense Initiative, or GDI, is a UN paramilitary organization engaged in a worldwide conflict against the "Brotherhood of Nod" terrorist cult and their leader known only as Kane. Amidst this conflict, a meteor carrying alien particles crashes near the Tiber river, and the stuff is called "Tiberium." It's useful as a resource, but is quite toxic, so it's a double-edged sword. Eventually, the conflict ends when GDI uses a satellite-based weapon to blow up Kane's fortress, the Temple of Nod, in Sarajevo.
It's a classic strategy game, and EA released the cd images online in ISO format so if you want to play it, you can get it for free legally.
Teams:
Note: Black should be on Nod
GDI: tan-based,
Nod: green-based, urbans
Key objectives:
Basically the game would primarily revolve around getting tiberium to a processing facility. The tiberium field would be on one side, the facility on another. At SFOD, this would allow more of the field to be used, as there's a significant portion of woods that really doesn't get used much, which is possibly where the tiberium could go, while the refinery could be in the city, Normandy, or in between, whatever final locations best serve gameplay. Haven't really thought of any objectives besides kill each other, since that's how the games usually end up anyway.
Special rules:
- Resources
Tiberium, much like the gold in the Gold Rush series, will serve as a resource. It will grow out of the ground in fields, to be replenished periodically, but as in the games it's both helpful and harmful. There's no way we can really enforce having people stay off of the tiberium field(s) except marking it off with caution tape and having refs (mutated viceroids, if anyone remembers those) guard the areas and attacking non-scientific personnel who enter. Also note that tiberium will grow spontaneously! If only having one field doesn't work out so well, the event hosts can have more crop up.
- Scientific personnel
Since we can't actually get harvesters, "scientists" will have to suffice. These are the only people who are allowed to enter into the tiberium field(s) to grab up crystals for processing at a silo/refining facility, and the only people allowed to carry the ore to the facility. However, they cannot be armed with anything but a shotgun or pistol, and will be clearly marked with yellow armbands or other form of obvious designation.
- Battlefield assets
Once enough tiberium is harvested, battlefield assets can be called in. Vehicles would be nice if possible, even if they were only golf carts with machine guns mounted on them.
Airstrikes would be another option. This would be simulated in MOUT conditions by having a ref sending all the occupants of a single building back to spawn and preventing further access to the building by sealing off the doors with caution tape so it no longer can be used (think LGB from World in Conflict); I had the SFOD city in mind for this as it would change gameplay as cover is systematically eliminated. Outside of that, all the players in a certain area of the field that gets hit would be sent back to spawn. A foghorn or something loud that everyone can hear can be used to accompany a blast. Airstrikes would have to be pricey though, so that the city isn't levelled too quickly.
- Medics
Card system, with medics having red armbands or something to denote themselves as such. There's a certain probability that you'll survive your wounds, there's a probability that you'll die, AND there's the chance that you'll mutate whether you live or die, which will increase as the scenario drags on and everyone faces prolonged exposure to tiberium spores.
- Mutants (own category so it's easier to see)
Initially, players won't notice the effects of mutation, they will only grab green armbands or something obvious to denote themselves as mutating, which won't matter. Towards the end of the game there will be an outbreak. All the mutants will band together, spawn at a tiberium field, and generally inflict mass chaos upon GDI and Nod alike. Hopefully by this time there will only be a few GDI and Nod survivors, who may have to team up to survive. Mutants won't have medics, so they'd have to go back to the tiberium field to respawn.
Maybe it'd make more gameplay sense to spawn out of the city, since the field would be close to the GDI spawn?
- Superweapons
Finally, if either side amasses an ungodly amount tiberium, saves it up, AND manages to survive the inevitable mutant outbreak, they can purchase an endgame superweapon. GDI has the Ion Cannon, Nod has a nuke. However, I recognize that there would have to be some clear indicator to everyone that such an attack was called in, I wouldn't just want to call "cease-fire" and then say the game was over, that'd be anti-climactic. This concept can probably get scrapped, we'll see.
Thoughts? Comments? Feedback? I got tired of writing this all out. I do recognize it'd take a lot of coordination, and for people to pay attention to the damn objectives. If you have constructive criticism, I'd like to hear it.
Preliminary Map: