User:NucNut

Backstory
Five years after NEXUS was defeated, the Project received a transmission from NEXUS: "Goodbye Commander!". On the radar screens of Project HQ numerous missiles were detected, only three transports escaped the nuclear strikes. Realising the missiles launched by NEXUS came from Europe, the remnants of the Project headed for Australia to regroup, rearm and take the fight to NEXUS when the time came.

Basic Campaign Info

 * Project Goals: To acquire technologies that will aid in the defeat of NEXUS
 * Tech Level: Level 3 => 4
 * Tileset: Arizona Desert
 * Day/Night: Yes
 * Enemies: Scavengers, Providence, NEXUS

Enemy Info
Scavengers: Basic bad guys, thinking of including them, but probably won't due to the complex nature of scavenger scripting.

Providence: Like the Project, Providence found an underground military complex to ride out the nuclear winter, but unlike the Project, Providence practise genetic engineering and cleansing. All those without the "Pure Genes" are ruthlessly hunted down and exterminated. if the "Pure" mix freely with the "Unclean", both parties are executed. As you can imagine, Providence are extremely xenophobic. After all, if you aren't Providence you are impure and must be destroyed. Providence Military Doctrine is affected by this and troops always wear a fully sealed Bio-Suit even inside vehicles and Cyborg powersuits. As well as this, artillery and VTOLs are widely used since no contact is required with the impure to destroy them. Providence set up their main base in Australia since it is isolated from the rest of the world and ever since the Project's arrival they have been infuriated. These impure invaders will be destroyed. Providence's ultimate goal is to "Purify" the whole world.

Nexus: Guess who's back? The cybernetic version of Doctor Reed is back and as pissed as ever. Expect him to use late end Tech Level 4 equipment, as such, it will be even harder to beat him this time around.

New Tech
I am still in the process of designing all the technologies (have got names, but still need to make descriptions, .pie files, .wew files, etc. You can view the current tech tree here.

Mission Outlines
Here's a basic outline of what I want each mission to be about:

TM= Transport Mission


 * 1) Construct Base and secure area
 * 2) Retrieve technology from downed enemy transport (TM)
 * 3) Defend against attack (First Providence encounter(One Unit))
 * 4) Acquire ABM (Anti-Ballistic Missile) Silo Technology (TM)
 * 5) Scout Providence base, DO NOT engage (TM)
 * 6) Providence artillery is being built near base, destroy it!
 * 7) Providence VTOLs are attacking en masse, destroy their base
 * 8) Acquire SINPN (Synthetic Intelligence Neural Processing Network) Technology (TM)
 * 9) Destroy Providence main base (TM)
 * 10) NEXUS advance forces are detected, eradicate their forward base
 * 11) Scout NEXUS base, DO NOT engage (TM)
 * 12) Reaper missiles are falling your on base and absorbing your units! Research Tech to prevent this
 * 13) Eradicate NEXUS main base, advance to Europe

Mission Templates
The layouts for individual missions will be added as time goes on and can be found by following the links below:

Mission 1: Ground Zero

News

 * 17th July: Added Some Tech descriptions and Enemy Info today.
 * 1st August: Added more tech and Mission One outline.
 * 12th October: Added more tech info.
 * 20th October: Finished the Basic Cam4 Tech Tree, complete with descriptions. Cam4 Forum now up and running! See below for details

Your Input
If you want to include any links, info or anything you find useful, or have any comments/ideas you can edit below the horizontal rule. Remember the Wikicities rules regarding porfanities, vandalism, etc. Please, no spamming! Alternatively, you can email me at mcmahcr@gmail.com

Also, The Cam 4:WA Forum has finally been created at WZToys.org,but in order to post new topics you must get a membership. When you have that, click Here

I'm not sure how you'd pull off a do not engage mission but I think it'd be a bit boring.

I'm sure you could create a dynamic mission that creates a situation where the player cannot engage... Keep the player's units relatively weak compared to the enemy, give the player a warning when the enemy is about to discover the player's position... I'm fairly sure that if you make it clear to the player that discovery by the enemy will have grim consequences, then the player should be occupied enough staying at arm's length and tentatively exploring the enemy positions.

-Flame Boy

NucNut: Well, i was thinking just have a single transport load of units, no reinforcements, versing a superior enemy, and needing to go to a second LZ. Which is simpler than having a full-blown AI scripting for detection=Lose mission. But some simple Scripting could be used for patroling units, and if you're detected they swarm onto you. Should be simple Enough

Kles: I went through and edited your whole page fixing all the spelling/grammar errors I could find. I really hope you don't mind. I changed absolutely no information. If you do mind, you can just revert (edit again: ironically, I made a typo). =)

NucNut: Well, thanks Kles. It's good to see someone appreciates good grammar on the web