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Missile Command

Posted: Wed Jul 30, 2008 11:57 pm
by CaptainPoopface
Missile Command
By CaptainPoopface

Each of the concrete towers in Foundation has a turret on top.
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On the wall beneath each turret, there are three henchmen.
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Two direct hits will kill a henchman. When a henchman dies, he emits a grenade which lands right next to the turret.
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After someone's three henchmen have been killed, it will take only another rocket or two to finish him off. Shields do not recharge.

The turret shoots very slow rockets, and countermeasures (fusion coils). Use the countermeasures to block oncoming enemy rockets, although your aim must be precise.

Rockets:
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Countermeasures (explosion causes no damage):
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You can forego the henchmen altogether and shoot your opponents directly. However, it takes about 14 direct hits with the rockets, whereas killing the three henchmen takes 6 rockets (2 for each), plus 1 or 2 more aimed at the turret, to kill an enemy. Additionally, direct shots can be somewhat easily blocked, whereas shots aimed at henchmen are almost impossible to block.

To begin, step into one of the four teleporters on the ground. It will take you to the top of the corresponding tower. Enter the teleporter slowly, or you will walk right off the ledge and die.
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When someone is manning a turret, the teleporter should be blocked, but sometimes it is not, depending on which way the gunner is looking. If you manage to teleport to a tower that is already manned, you're hosed. Hop off the tower and try again. You may have to coordinate to play the game in its true spirit. No telefragging!

IMPORTANT: You must deliver the killing blow with a rocket. If an enemy dies from a henchman's grenade, it counts as a Guardians kill, meaning no one gains or loses a point, and your hard work is wasted. Therefore, aim for the henchmen first, and don't shoot the enemy turret until they are all dead. Or skip the henchmen entirely, if you want to play it that way. You will know an enemy is close to death when his entire body glows. It will take only 1 or 2 rockets to kill at this point.

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Henchmen respawn after 2 minutes.

SLC should work but is untested.

Credits:
Entity
Yelo
H2IB

Thanks:
Neodos for SLC testing the beta, months ago
Eaton, for adding a death zone to Foundation

Patch Foundation

Re: Missile Command

Posted: Thu Jul 31, 2008 12:05 am
by Remnant Samurai
whoa awsum tactical gameplay lol

Re: Missile Command

Posted: Thu Jul 31, 2008 1:02 am
by Rocky
This looks great! I'll download it tonight :D

Re: Missile Command

Posted: Thu Jul 31, 2008 3:43 am
by Aumaan Anubis
Very original.

Re: Missile Command

Posted: Thu Jul 31, 2008 4:07 am
by Dragonfire
You actually made Hlo 2 into a strategy game O_O

I am so gonna play this :D

Keep up the good work!

Re: Missile Command

Posted: Sat Aug 02, 2008 2:16 am
by Coolermatt
Amazing stuff.
I have a folder dedicated to your mods <3

Re: Missile Command

Posted: Sat Aug 02, 2008 5:25 am
by xxpenguinxx
system link doesn't work properly, the fusion coils don't spawn for non host.

Re: Missile Command

Posted: Sat Aug 02, 2008 11:59 am
by CaptainPoopface
Crap. I will look into that. I'm pretty sure I know how to fix it.

At least somebody played it. :P

Re: Missile Command

Posted: Sat Aug 02, 2008 4:41 pm
by SeeingNight
:shock: WOW nice concept
may I refer you to this topic :mrgreen: viewtopic.php?f=9&t=859

Re: Missile Command

Posted: Sat Aug 02, 2008 7:21 pm
by DoorM4n
hahaha, your a genius