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Revision as of 09:42, 4 January 2007

Ground Control II: Operation Exodus
Developer(s)Massive Entertainment
Publisher(s)Vivendi Universal
Platform(s)Microsoft Windows
ReleaseJune 18, 2004
Genre(s)Real-time tactics
Mode(s)Single player, Multiplayer

Ground Control II: Operation Exodus is a 2004 computer game developed by Massive Entertainment and by them classified as a real-time tactics game.[1] It is a sequel to Ground Control, the award winning game of the same genre. Much like its predecessor, it features 3D graphics and a fully rotational camera system.

Unlike real-time strategy games, Ground Control II behaves much like the previous title in that it focuses more on unit strategy and tactics rather than base construction or managing an economy. However, unlike the previous game's purely real-time tactics implementation, Ground Control II does have a resource system called Acquisition which is earned through the capturing of Victory Locations and destruction of enemy forces. Acquisition Points allow the player to field units on the battlefield and use the support weapons that are unique to each faction. The game is also significantly faster paced than its older brother and moves along at a pace similar to real-time strategy games such as Warcraft and Command and Conquer.

The game features a three-sided conflict. However only two of the factions, the Northern Star Alliance and the Viron Nomads, are actually playable. The Terran Empire is a NPC faction featured prominently in the single-player campaign. Between the two playable sides, there are a total of 33 units available. All of these units are deployed onto the battlefield through dropships, much like the deployment procedures of its predecessor. These units include mobile infantry, tanks, light assault vehicles, helicopters, artillery, and static emplacements. Unlike Ground Control, however, unit customization is unavailable as each individual unit features a secondary function.

Storyline

File:Ground Control II - Copters.jpg
A close-up of a wing of helidynes.

Template:Spoiler Ground Control II takes place approximately 322 years after the events of Ground Control and its expansion Ground Control: Dark Conspiracy. What follows is a detailed timeline that summarizes the events that would lead to the formation of the Terran Empire and the subsequent subjugation of the Northern Star Colonies and the Virons.

The Battle for Krig-7b (2419-2420)

On the remote backwater planet Krig-7b, two factions, the Crayven Corporation and the Order of the New Dawn engaged in an all out war for control of the planet. What was originally a colonial acquisition by the ruthless Crayven Corporation quickly turned into a bloody conflict for the seizure of ancient alien technology from the fanatical Order of the New Dawn. It was eventually discovered that Krig-7b was a nexus of a galactic network of the appropriately termed Xenofacts which were spread across the galaxy. The conflict eventually escalated into a stalemate between the two factions and a temporary cease-fire was announced. However, this ploy was seen for what it really was by Crayven Field Commander Major Sarah J. Parker and Order Deacon Jarred Stone. Both commanders united to take down the corrupt Crayven director Enrica Hayes and Order Cardinal Aegeri and to foil their distastrous plan to unleash an alien drone army which would annihilate the entire galaxy. Eventually Deacon Stone lead his renegade forces to victory, killing the Cardinal and destroying the primary Xenofact in one fell swoop. An ominous, yet mysterious event happened directly afterwards as the destroyed Xenofact emitted a coherent beam of light that lasted a few seconds. What exactly happened is to this day unexplained, however it is hinted that it was a signal, the exact purpose of which remains a mystery. The "signal" obliterated the Order command ship WCS Retribution in the atmosphere and significantly damaged the CSS Astrid in the process. Two months later Sarah Parker destroyed the Earth's Early Warning System. Her reasons for doing so were never discovered but the consequences were clear. Earth was left in a vulnerable position that would eventually lead to the First Stellar War.

The Independence Wars (2422-2429)

In light of heavy taxation and increasing self-sufficiency in terms of military and economy, independence had become a logical move for several corporations, including the Crayven Corporation, Welby-Simms and the Order of the New Dawn. Welby-Simms Corporation declared its independence from Terra and thus began the Independence Wars. Insurrection became a virtual disease which swept over the colonies like a blanket. Eventually the majority of colonies in the Outer Sphere declared themselves independent. By the war's end, Earth had lost almost all power and only controlled a mere handful of its remaining colonies.

The First Stellar War (2431-2501)

A relatively new nation, the Draconis Empire, saw the revolution spurring throughout the galaxy as an opportunity and decided to mount an assault on the weakened Earth government. What occurred next was probably the largest conflict in all of human history. While the conflict was initially between the Draconis Empire and Earth, it wasn't long before the other factions came to be involved in an endless race for power and influence. The destruction that followed was virtually unspeakable. Several colonies ended up annihilated in the struggle and others became isolated. Eventually the Outer Sphere was completely cut off from the rest of humanity when the Tachyon Com Relays were destroyed. It was later discovered that the Draconis Empire perpetrated the attacks in order to close off its borders. By the end of the war, 70 years later, all of the Inner Spheres 50 colonies and the great interstellar corporations were no more. The Terran Empire was born.

The Age of Silence (2501-2699)

The aftermath of the First Stellar War was a difficult reconstruction period for the Terran Empire. They were hard pressed to pool all available resources into maintaining control and stability over the Inner Sphere. The Outer Sphere was essentially abandoned as soon as the Tachyon Com Relays were destroyed as the Henrich Barrier effectively blocked all other communication methods. The Outer Sphere worlds became impoverished as starvation, frustration, and petty hatreds became the norm. Much of the old corporation technology was worn out and rendered useless, as the knowledge to repair these items had been lost over time. Slowly but surely the Outer Colonies began to replenish themselves. Communication once again became available to the colonies and space travel was re-invented. The colonies eventually started diplomatic measures and two nations were born: The Northern Star Alliance and the Intergalactic Trade Guild. Almost all colonies of the Outer Sphere were united in a galactic democracy through the ingenious machinations of a young man by the name of Anaris Guedirian Warhurst. The NSA decided that Morningstar Prime would be the capital for the new nation. Prosperity was finally realized by the citizens of the NSA and life was peaceful. Peace and prosperity, however, can never last forever.

The Second Stellar War/ The Second Independence War (2699)

The Terran Empire struck without warning, without mercy. A massive fleet of ships systematically conquered planet after planet and at the front was a young woman by the name of Imperator Vlaana Azleea. The atrocities committed on Ariel Prime, the birthplace of the NSA, rightfully earned her the title 'The Butcher of Ariel'. As planets were conquered, once great cities were rendered mere dust and ashes in the face of ruthless orbital bombardments and land invasions. The NSA began to prepare a counter to the Empire's seemingly unstoppable advance. The NSA space fleet was mobilized and under the command of Admiral T. Parker was able to stand firm against the onslaught and stop the Terrans. Later on, the most significant event occurred when the idea of electromagnetic shield domes was put into effect in defending the cities of the NSA. With the domes in place, orbital bombardments were rendered useless, however the threat of ground invasion was still in place.

File:Ground Control II - Explosive Action.jpg
A promotional screenshot depicting a heated battle.

Current situation (2741)

42 years later, the war is looking grim for the Northern Star Alliance. The space fleet is no more, destroyed in one decisive battle outside Morningstar in 2730. Morningstar Prime remains free amongst the conquered NSA planets but even that status can't last forever. Terran troops land by the second and the citizens of the Northern Star Alliance are backed into a corner. Warhurst, now commander-in-chief of the NSA military, cannot continue to resist for much longer. New field commanders are mobilized to defend Morningstar Prime including Captain Jacob Angelus, however the war has taken its toll on both him and the military. Many are wearied from the constant fighting and it seems the only hope for the NSA is the realization of an ancient legend. A legend which could mean the end of humanity as we know it.

Characters

Template:Spoiler

Northern Star Alliance

The NSA is a conglomeration of democratic colonies of the now defunct Crayven Corporation. The capital of the NSA is Morningstar Prime. Before the war, the colonies enjoyed peace and prosperity, which can be attributed to its hard working citizenry. They now must fight to preserve their way of life from the ruthless Terran Empire.

Terran Empire

Formerly the Draconis Empire, the Terran Empire draws much of its strength from the tattered husks of the old mega corporations. Its goal is to unite all humanity under its sovereign control, and unfortunately the means to do so have been decidedly less than moral. The emperor, Marcus Augustus, has charged the ruthless Imperator Vlaana Azleea with the task of subjugating the NSA to bring them into the fold.

The Viron Nomads

The Virons were first discovered by the rogue corporate agent Sarah Parker, when she ventured into their territory in the 25th century. Expeditions were sent to establish communication with them, however the Virons responded with hostility. The Virons are traditionally xenophobic and tend to keep to themselves. What is known about them is that they are bi-pedal organisms and have a culture that is based deeply on a code of honor.

The Intergalactic Trade Guild

The trade guild was one of two organizations spawned from the re-unification of the colonies. They are generally well received as they bring economic promise to beleaguered nations. Others however regard them as rogues and smugglers. The Trade Guild has been known to dabble in certain black markets including human slavery and weapons smuggling. To this day, the Trade Guild has and still declares themselves a neutral party in galactic politics. They swear allegiance only to the almighty credit.

  • Hervon Dreznor

Factions & Units

Northern Star Alliance

The NSA use conventional ballistic weaponry for their forces and traditional wheel and tread movement for their land vehicles. Their technology is an obvious descendant from military technology utilized by the Crayven Corportaion, and is just as effective as it was 300 years ago. Their armor is significantly thicker than their enemies, however, their movement is restricted as they are incapable of matching the speeds of Terran hoverdynes and Viron centuroids. They also lack the ability to pass over waterways unless with the assistance of aerial transport.

  • NSA Dropship
  • NSA Light Assault Infantry
  • NSA Sniper
  • NSA Siege Soldier
  • NSA Light APC
  • NSA Recon Terradyne
  • NSA Rocket Terradyne
  • NSA Mobile Artillery
  • NSA Combat Engineers
  • NSA Main Battle Terradyne
  • NSA Fortress Terradyne
  • NSA Assault APC
  • NSA Light Helidyne
  • NSA Transport Helidyne
  • NSA Sentry Gun
  • NSA Field Sensor

Viron Nomads

The Virons are bi-pedal organisms who use sophisticated nanotechnology coupled with organic machinery. Viron units are capable of regeneration and although that process is a slow one, Virons are fully capable of returning to battle after a bloody skirmish. Viron armor is also far more mobile than their NSA counterparts due to their hovering systems. Virons are capable of moving much faster than the NSA and can even pass over terrain that would otherwise be impassable. The extra mobility is however offset by the Virons durability which leaves much to be desired. The strength of the Virons, however, is their ability to meld. Melding is a process that involves two of the same unit to create a single unique unit. This versatility allows them to adapt to almost any combat situation however the units are vulnerable while the melding process takes effect.

  • Viron Dropship
  • Viron Assault Clanguard
  • Viron Missile Clanguard
  • Viron Mortar Clanguard
  • Viron Infector Clanguard
  • Viron Gun Centuroid
  • Viron Engineer Centuroid
  • Viron Mortar Centuroid
  • Viron Missile Centuroid
  • Viron Penetrator
  • Viron Thumper
  • Viron Corruptor Centuroid
  • Viron Hellfire Centuroid
  • Viron Fighter Helidyne
  • Viron Surveillance Helidyne
  • Viron Screamer Helidyne
  • Viron Contaminator Helidyne
  • Viron Bio-Pulsar Gun
  • Viron Field Sensor

Terran Empire

The Imperials use advanced technology in comparison to the NSA's conventional means of warfare. Their technology is strongly reminiscent of the military might of the Order of the New Dawn. The Terrans use a seemingly endless supply of hoverdynes and legionnares to form their monstrous invasion fleets. Also their plasma based weaponry is as lethal to the ballistic weaponry favored by the NSA. Their superior numbers give them the edge they need in any conflict.

  • Imperial Dropship
  • Imperial Legionnaire
  • Imperial Dragon Legionnaire
  • Imperial Light APC
  • Imperial Centurio Hoverdyne
  • Imperial Light Hoverdyne
  • Imperial Destroyer Hoverdyne
  • Imperial Vanquisher Hoverdyne
  • Imperial A-4 Combat Strider
  • Imperial Missile Strider
  • Imperial Howitzer IMHH65
  • Imperial Engineer Hoverdyne
  • Imperial Attack Helidyne
  • Imperial Field Defense Turret
  • Imperial Field Sensor

See also

References

  1. ^ "Tactical Combat and an Ongoing Online Experience are the focus of "Ground Control II"". Gamezone. Retrieved 16 December. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help) (Massive Entertainment's Henrik Sebring, lead developer for Ground Control II: Operation Exodus, describes the game as real-time tactics)

External links