Outline for Crusader II

hehehe sure bud. We are in need of writers :D Ideas and storylines are always great :D

As for coding, do nto worry about that. It's my problem. We have 2 weak points. It's art (we have no artists. I'm not that good to take over this position. I'm mostly a designer, not an artist) and we lack writers. Real writers and you suit this position more than anyone. Anyway if you wish to talk about it join me and Goku on our IRC channel here:

    /server irc.wcnews.com
    /join #cybsys
 
And now a dissertation on enemies to be faced in the game.  No new enemies this time, aside from the fact that depending on how you play (see Mission Structure, on the previous page), you could end up fighting other Silencers(!).

Guards (Security Cartel)
Guard (WEC, Conscript): With low morale and little training that had any impact, conscripted guards are the weakest enemies the Resistance faces.  However, even conscripted guards in important enough territories have been given upgrading, recently?better armored and armed (with an RP-32) than before, they have a boosted sense of morale, and are nearly as effective as volunteers would be.  In backwater regions, though, they are still armed with the standard BA-41 pistol.

Guard (WEC, Volunteer):  There are a few young men and women who believe enough in the WEC to volunteer for service.  Only a few of these are so inept as to be assigned to guard duty.  These guards are almost always armed with RP-32s (if not, they carry PA-21s) and are slightly tougher and more dangerous than their conscripted fellows.  In recent months, they have begun an upgrade in training and equipment to more reflect their LMC compatriots.

Guard (LMC): LMC guards are always volunteers.  Given their more hostile work environment, they are better trained, better equipped, and better armed than earth-based guards--in a way, they are the prototype for the new breed of WEC guard.  Standard equipment for all LMC guards includes an RP-32 and medium body armor.  Veterans or guards in sensitive areas often choose an SG-A1 or even a PA-31, or more rarely are given the GL-303 and trained as grenadiers.  After the destruction of Darkside Base, there are few LMC guards left, save those that were trained on Earth and hadn?t been shipped up to the moon yet.

Training: Guards are given basic training and some tips in place of full squad tactics.  They are taught enough to use medikits in an emergency?however, in order to save on medical supplies, the WEC overstates the potential side effects of medikits to guards, so they will be more reluctant to use them.

Tactics: The primary strength of guards is that they are rarely alone and work in squads.  However, they aren?t very well trained to work together, and so are only marginally more deadly than if they were simply thrown together and told to shoot everything that moves.  Volunteer and LMC guards will duck behind cover and are capable of limited dives and rolls.


Soldiers (Military Operations)
Soldier: Soldiers are the grunts of MilOps.  They are to MilOps as guards are to SecCart.  However, soldiers are more fanatical about the WEC?s agenda than any guard.  Soldiers are rarely, if ever, conscripted, and those are put into an intense indoctrination school?and no soldier is more fanatical than the indoctrinated conscript.  They are armed mainly with BA-41 pistols, though some who have survived for a few years are granted an RP-32 or SG-A1.  They are not very smart, but are still dangerous due to their fanatical outlook.  Many will take the BA-41 from a fallen comrade and use it simultaneously with their own.  Though they technically fall under MilOps? jurisdiction, sometimes MilOps will trade soldiers (especially veterans) to SecCart for favors, such as increased security at certain facilities.  Soldiers who survive the first five-year term of service are immediately promoted, because in order to survive they have become smarter, more vicious, or have a lot of luck.

Vet Soldiers: These are the soldiers who know how to survive?the most cunning, the most vicious, or the most lucky.  They often carry an RP-32 or SG-41, increasing their lethality.

Training: Soldiers often simply go through basic training, are given a weapon, and are told to go kill Rebels.  They are generally too confident or too stupid to use medikits.

Tactics: The greatest strength of most soldiers is their stupidity.  They will charge into battle with little thought for their own safety, making them a frightening opponent.  The greatest weakness of soldiers is their stupidity.  They will charge into battle with little thought for their own safety, making them easy to deal with from a distance.  They also tend to overuse ammunition in wild burst fire.  Vet soldiers, though, are truly dangerous?they?ve had a lot of time and experience to learn from their mistakes, so their only real weakness is that their equipment and training is no match for a Silencer?s (or other more competent troopers).


Stormtroopers (Special Forces)
Standard Stormtrooper duties are defense of WEC administrative buildings; they rarely take part in strike missions.  On Darkside Base, they occasionally patrolled the mines.  In response to repeated penetration by the Resistance, the WEC has increased the number of Stormtroopers assigned to guard facilities.  Now, Stormtroopers are often found in groups of 2 or 3, instead of carrying out lone patrols through the complex.

Stormtroopers: Looking sinister in black armor, stormtroopers are usually drawn from the ranks of the smartest, toughest veteran guards, though sometimes they are the most promising recruits from MilOps and SecCart academies, or the most dangerous soldiers who have survived the five-year term of service.  They are much more highly trained in combat than their lessers, and are equipped with limited NBC gear and heavy armor.  Nowadays, stormtroopers are rarely found alone, usually patrolling in groups of two or three?and unlike guards, they are trained in squad tactics.  They are generally issued an SG-A1 or PA-31 (some, chosen for long range support, take a GL-303 or MAG-3).

Elite Stormtroopers: Only soldiers with outstanding service records and an ongoing record of loyalty are elected to serve with the Elite Stormtroopers.  Elite Stormtroopers are extremely strong contenders in battle. Like Stormtroopers, they are devoted to protecting their assigned territory at any cost.  However, their armor has been upgraded from the standard Stormtrooper armor to a type that defends against projectile and some energy attacks better than standard GyroPlex armor does.  With better NBC protection, more freedom to choose weaponry, and either years more experience or a good helping of natural talent, the elite stormtroopers are a full step above stormtroopers.  They can be found leading squads of their lesser brethren, or?less commonly and more terrifyingly?part of a squad of their fellows, or even functioning as support for their betters.  Their spread of weapons has been expanded to include the PL-1.

Training: The standard stormtrooper is over 30, and has been with the WEC for over a decade.  To become a stormtrooper, applicants are shipped off to an isolated training facility and undergo a rigorous six-month orientation.  The top ten trainees in each of these classes are automatically promoted to the elite stormtroopers.

Tactics: Aside from their basic training and years of experience, stormtroopers have been taught squad tactics, weapon repair, and marksmanship.  Elite stormtroopers are even worse, knowing how to deal with spider bombs, minefields, and on occasion snipers.  However, most stormtroopers, including the elite, will be confounded by spider mines, disrupters, and other highly advanced weaponry.

Enforcers (Special Forces)
Enforcers represent the WEC's most treasured fighters, helping to protect precious physical and personnel assets.  Every soldier reaching enforcer status represents five years of intensive training and millions of credits' worth of equipment, so every one slain or lost to the Resistance is a measurable blow to the Consortium.  Applicants who wish to gain enforcer status must receive five unsolicited recommendations from their superiors.

Second only to Silencers and the small force of HQ elite guard in sheer deadliness, enforcers are still occasionally considered disposable by the WEC in cases where sensitive intelligence might be compromised. Typically, however, they achieve their mission objectives without difficulty. Most recognizable by their stern disposition and remarkable weapons, they are under strict orders to fight to the death and to avoid capture at any cost. This makes for a deadly disposition, and no Enforcers have ever been detained by the Resistance.  In addition, no enforcer has ever defected, nor is it likely any ever will.  Enforcers often carry out lone patrols, although they are occasionally sent out for group expeditions.  In either case, they are extremely deadly and allow very few security breaches.  Enforcers can either be assigned to MilOps or SecCart.  Those Enforcers assigned to MilOps are often relied upon to spearhead Consortium attacks on Resistance bases.  Enforcers essentially run SecCart, though they are technically Special Forces.

Training: Enforcers must attain 99th percentile scores on the annual marksmanship exams.  Those that are chosen undergo five years of rigorous training in the IEPU (Isolated Enforcer Preparation Unit) and are not allowed to have marriage contracts or any contact with the outside civilian world.

Tactics: Enforcers are equipped with deadly weapons, and Enforcers are deadly shots that rarely miss a target.  Skilled soldiers with good agility can deal with one in a one-on-one firefight, but it is more advisable to use cover, even when dealing with a single enforcer.  The heavy armor worn by enforcers makes it difficult to kill them before they shoot back, unless you can sneak up on them and attack quickly at close range.  Enforcers carry the devastating UV-9 Pulsar, but occasionally select to use a GL-303 grenade launcher instead.  Both are extremely deadly, so it does not really matter which they select. If you run into more than two enforcers, look for some type of indestructible cover, or retreat temporarily, because their weapons will demolish any cover that can be blown apart, leaving you exposed.  Enforcers have a penchant for working alone, and rarely call for reinforcements; despite this, they are well-versed in squad tactics and their dangerousness increases geometrically with each additional enforcer on the scene.  The smartest enforcers can deal with spider mines and detect disrupters.


Headquarters Elite Guard (SecCart)
While relatively small in number, the HQ Elite Guard are second in deadliness only to Silencers.  Because they are so few in number, they generally guard only sensitive facilities and VIPs.  If the loss of a facility (such as SecCart headquarters) or person (such as President Gauthier) would be devastating to the Consortium, they are generally protected by the HQ Elite.  They have heavy body armor, though oddly enough their uniform does not include a full helmet.  It does include a visor and either ear protection or comm gear; this is likely so that they do not lose peripheral vision or fine auditory range.  They almost always choose big, powerful weapons, though none use the FR-1 or LNR-81 for safety reasons.  HQ elite guards are believed to be even less likely than enforcers to turn traitor, and none of their number have yet.

Training: HQ Elite Guard are skilled, cunning, and highly-trained veterans, drawn from the best of SecCart and the Special Forces, and are required to re-attend training when only half of the enlistment period has passed.

Tactics: Only the most advanced, newest, or most innovative techniques will defeat a member of the HQ elite; basic tactics simply do not work.  Cocky as they are, the HQ elite, unlike enforcers, are not too proud to work in teams, usually patrolling in teams of two, three, or even more.  Only a few will be found alone, and these will call for reinforcements even if they perceive a minor threat.  The HQ elite sometimes work in tandem with enforcers when defending critical facilities.

Silencers (Independent)
Mobile weapons platform.  Killing machine.  One-man army.  These could all be considered synonyms for Silencer, save that they fall short of the mark.  They are far more nimble than any assault vehicle.  They can do far more than just kill, and are too inventive to be machines.  And they are much stealthier than an entire army.  In essence, Silencers are the next best thing to the perfect soldier.  They are free to choose any weapons or equipment they believe they will need before a mission, and even unarmed are deadly foes.  As well, they are usually free to make use of whatever other soldiers accompany them however they see fit.  Strangely, though much of their training is aimed towards making Silencers less independent, their freedom to choose or even develop mission strategies, the ability to select any needed equipment, and to sometimes handpick accompanying forces has led to a somewhat independent temperament.

Training: Silencers, instead of being enlisted, are identified in adolescence through the aptitude exams citizens take during those years.  If they score within a certain range (which is currently unknown), they are taken away and all emotional stimuli from their previous life are avoided.  They are trained in survival, interrogation techniques, advanced squad tactics, strategy and planning, and the martial arts, and are masters with nearly all types of weaponry.  With small-scale tactics, they are geniuses, and sometimes seem to dance their way through a crowd of enemies.  Silencers cannot retire; at 40, they leave the front lines to enter the training facility as instructors.  In return for such devoted service, Silencers are given an unlimited supply of credits.

Tactics: A Silencer?s military training is so advanced that he is prepared for virtually any situation, and his equipment makes him practically invulnerable.  Their armor plating is enough to stop several shots from a standard projectile weapon outright, and because of the shields they so often possess, they are often nigh-indestructible when it comes to small arms.  Against Silencers, nothing short of sheer numbers and firepower will consistently prevail.  A lone Silencer, properly equipped and with advance warning, is enough to take on an entire platoon of conventional troops

Perhaps the only way to consistently stop a Silencer cold is through use of explosives.  Enough mines, grenades or rockets can penetrate any shield type, and will severely cripple any soldier, no matter how advanced his equipment is.  Silencers are agile and intelligent enough to avoid almost any traps laid out for them, and have no vulnerabilities short of sheer firepower.  In addition, horrifying enough as one Silencer is, they tend to work in groups of three.
 
Equipment
Mostly unchanged thus far, but with some slightly better science and the occasional renaming.

Armour
A Silencer?s blood-red plating, affixed to a black bodysuit made of flexible yet incredibly strong polymers underneath, is the best armour currently available.  It contains a built-in headlamp, datalink, and a targeting computer that uses biofeedback from sensors affixed to the scalp to collect necessary data.  It has slots and space for installing personal shielding (ionic shielding is standard issue), advanced sensors that can see outside the visible spectrum, a datalink port, sidearm holsters, and even weapon mounts.  It possesses its own internal power source, which can be upgraded.  Armor plating on the boots and the knuckles, back, and heel of the gloves make the suit itself an effective offensive weapon, assuming a Silencer is ever disarmed.  A detachable pack that attaches directly to the backplate instead of using straps is a common addition for carrying extra equipment.

The armor itself is made from a polonium alloy.  Polonium is normally unstable, toxic, and highly radioactive; exactly what molecular gymnastics WEC scientists put it through to make it suitable for personal armor is still under investigation by Resistance scientists during those few times they are allowed to study the rogue Silencer?s armor.  One thing they were not able to work around was polonium?s weight; it is one of the heavier elements.  Considering how Silencers are able to move within it, the armor is surprisingly heavy.

The black bodysuit underneath is composed of a strong polymer, thin enough to work as tactile gloves in the fingers, but thicker and less flexible in the elbows and knees, and so thick around the midsection it is nearly armor outright.  The gloves, where the suit is thinnest, show enough tear-resistance to stop a sword, and are so heat-resistant that switching out overheated barrels on heavy machine guns in mid-combat is no special task.  The elbows and knees are padded and armoured enough that a Silencer is rarely bruised after a fight where he relies on those joints for striking.  The midsection can stop most small-caliber ammunition at point-blank range, though not without some bruising.

The armor, by default, is powered by a heavy chemical batter in the backplate, though fission and fusion batteries are both perfectly compatible with the armour?s systems.

The helmet uses quick-polarizing lenses to shield the eyes of the wearer.  Rather than blanking out entirely, however, the lenses are able to reduce the overall lighting level just enough that the light source is not a danger.  This does result in minor vision impairment, but nothing most Silencers can?t handle, and as soon as the lenses? sensors determine that the light is not bright enough to be a threat they immediately clear.

The visor is designed to provide a great mount of peripheral vision, the horizontal ?bar? of its T-shape wrapping around past the back of the eye on the side of the helmet.  It mounts a low-grade targeting computer that uses biometric feedback from sensors tapped into the skull to measure where the Silencer?s weapon arm is and where the weapon is pointing.  (It is worth noting that rather than having to deduce the actual position of the arm, the targeting computer relies upon the Silencer?s perceptions of where his arm is.  This, of course, simplifies the program immensely.)  The faceplate can also mount advanced sensors, such as a VIR chip, to allow the Silencer to see outside the visible spectrum.  As might be imagined, this can be quite useful in giving the Silencer information others might not know how to make use of.

The helmet also mounts a standard lamp on the left-hand side--more of a flashlight--that can be activated either by hand or (in circumstances where both hands are necessarily full) a tongue switch.  A Silencer rarely uses it in a combat situation, preferring to rely on his other senses or even nonvisible light sensors.

Battery
Rechargeable energy source.  Can be charged in several ways.  When upgrading from one battery to the next, they cannot be used off the bat?must be collected during a mission or bought and then taken to a guy at base who will install it.  The batteries are as follows:
    Chemical Battery--Only slightly more powerful than the batteries released to consumers, chemical batteries are no greater than 50% efficient--over half of all energy put into them will never be recovered.
    Fission Battery--Using small-scale nuclear fission, these types of batteries are reliable, relatively easy to produce, and only slightly dangerous.  Fission batteries, though, use U-249 or even Pu-257 as their fuel, and so are very heavy for their size.
    Fusion Battery--Nuclear fusion is one of the most efficient means of producing energy known.  The amount of heat given off is so great that the reaction must be contained within a magnetic field.
    Matter/Antimatter Battery--Matter/antimatter batteries small enough to power personal equipment are currently undergoing field tests by the WEC.  Contained and separated within a magnetic field, if allowed to meet matter and antimatter release a truly stupendous quantity of energy.

Datalink
A small, versatile personal computer, able to receive satellite, microwave, and radio transmissions and store mission briefings, intelligence reports, and vast amounts of other hard data.  All Resistance operatives are required to wear one in the field.

EMP Inhibitor
This defensive weapon is capable of emitting a tuned, high-powered electro-magnetic pulse, which will temporarily cause all standard-model servomechs within an approximate 10-meter radius to deactivate and all known anti-personnel platforms to malfunction severely. Due to its extreme power requirements, use of this defense must normally be strictly regulated under battlefield conditions.  It?s usually used for infiltration, sabotage and other commando-style operations.  It weighs 0.7 kilos.

Lamp
A lamp.  A common fluorescent bulb mounted on the side of a standard-issue Silencer?s helmet.  It uses a 75-watt fluorescent bulb.  Its drain on the armor?s internal battery (after you upgrade from chemical to anything else) is negligible.

Medikit
The medikit is a high-tech single-use electronic field dressing.  Upon application it immediately seals wounds using a limited internal supply of synthetic skin (which flakes way when the body regenerates its own skin underneath).  The skin is kept in liquid state until the medikit is used; upon exposure to atmosphere suitable for humans, it solidifies into an elastic form in less than a second.
As soon as the synthetic skin reservoir is drained, the medikit?s internal sensors do a quick scan of the wound underneath the skin.  At least a small amount of anesthetics, antiseptics, and immune-boosting meds (for fighting off infections) are injected, as well as any stimulants the tiny onboard computer deems necessary.  A secondary button, which can only be depressed after the first, releases anti-shock medications, stabilizing a patient overwhelmed by his wounds.  A third button, which can be pressed before either the primary or secondary application as necessary, adds a universal antivenom that is very effective at countering the effects of several common respiratory and contact toxins.
Its effect is not so much to heal the user as to keep him functional and coherent until he can accomplish his mission and get medical attention.  Because of the radical nature of medikit treatment, there is the potential for long-term side effects or delayed reactions. Therefore, use of the medikit is recommended only in hazardous conditions, when under imminent threat of loss of life or consciousness. The WEC often exaggerates the possible negative side effects of a medikit so that more expendable (i.e. numerous) soldiers do not use them except in extreme emergencies.  In addition, a medikit comes with only minimal product literature, none of which is geared to more than a very basic diagnosis of a problem.  In theory, a skilled doctor could use a medikit for situations outside of combat, such as a heart attack or stroke, but it would require substantial jury-rigging.
Each kit weighs 0.4 kilos and can be carried in a belt pouch. Each medikit carries its own internal power cell, so it does not need to be linked to an external power supply.

Remote Detonator (was: mine-det)
A remote detonator, keyed to a frequency selected before a limpet or spider mine is set, overrides said munitions? proximity sensors, causing them to detonate on command rather than forcing the would-be bomber to wait for an enemy to trigger them.

Nanopick
A high-tech device only recently come into use, a nanopick rearranges its molecules to imitate the magnetic coding on a particular key card, the shape of a physical key, or to manipulate the tumblers in a safelock.  In combination with a biometric sensor (such as those in a Silencer?s targeting system) and a proper subject within range, it can even mimic the dermal ridges of required fingerprints the light reflection of a given retina.  Its powerful onboard computer can even be hooked up to a keypad to override numeric security codes.  However, each nanopick is only good for one particular lock; once its free-floating molecules have been set for the first time, they cannot be reset, and it only carries enough power to bypass one numeric security system.

Shield
Rechargeable energy protection from attacks.  If you get one, it cannot be used off the bat?must be collected during a mission or bought and then taken to a guy at base who will install it in your armor.  They are ranked as follows:
    Shield, Ionic--This personal shield generator surrounds the wearer in a protective sphere of highly energized electrons capable of absorbing and then harmlessly releasing the kinetic energy of ballistic projectiles, greatly reducing their lethality.  The ionic shield is often used by police and riot-control units.  It weighs 1.2 kilos and can be belt- or shoulder-mounted.
    Shield, Plasma--This shield surrounds the user in a sphere of plasma, which reduces the energy of ballistic projectiles more efficiently than the ionic shield, and also provides an effective reduction of the destructive potential of energy weapons. The plasma shield weighs 3.3 kilos and is either worn in a web-harness or built into a rigid armour suit. 
    Shield, Tachyon--Originally touted by Professor Willmar as his ?graviton shield?, Resistance researchers have found (from the several extra models the Silencer graciously ?procured? for them) that it instead creates what is essentially a bubble of tachyon particles.  Only an unstructured force?such as an explosion?can penetrate it as long as the power supply is active.  Unfortunately, the expense and extreme power drain of this shield make it impractical for general issue at this time.  It is only used for VIP protection and special missions (as long as the Silencer possesses one, he will be allowed to use it by default).  It weighs 5 kilos and is built into a special vest (which can be worn beneath normal business clothes) or the chesplate of a suit of rigid armour.  The true graviton shield that Willmar was working on has a more extreme effect, and is described below.
    Shield, Graviton--The highly experimental and as-yet unfinished graviton shield doesn?t physically protect the wearer against anything, but instead creates a localized distortion in space-time, altering his perception of time and allowing him to get out of harm?s way with incredible speed.  Depending on the efficiency and power of the energy supply, the wearer can do anything from shaving a second off his personal 100-meter record to moving quickly enough to dodge bullets.  Further information has yet to be deciphered by Resistance cryptographers working with information delivered to them by the estates of Willmar?s (now-deceased) relatives.
Shield, Radiation--This device doesn?t protect against any solid force but instead emits an energy field which protects the wearer from all known forms of hard radiation. It is a compact (1.7 kilos) unit that can be worn on a belt or slotted into a suit of powered armor.

VIR Chip
This is an optional enhancement to visual imaging devices (for example, the faceplate of most full helmets), which allows the user to see normally invisible infrared beams.
 
A point for the midgame.

Somewhere in the rat's nest of mission dependencies there must be a series of missions where the Silencer (briefly) leaves the Resistance and goes completely solo.  This is important because in this game, most of the missions will take place with Resistance backup in the field--providing cover fire and so on.  Exactly why he should leave, I don't know yet; I only know it has to happen in one or more of the possible playthroughs.  If only for nostalgic purposes.  :p

In addition, the Silencer, no longer focusing so much on vengeance, should have a chance to grow and change.  At the start he would be his normal emotionless, taciturn self.  Later in the game...

Rebel: "This is the Resistance, not the WEC!  You can't just bully your way through things!"
Silencer: "Yes.  That you're not dead says I'm maturing."

Towards the end...

Silencer: "Nine in ten missions I execute, sending me is overkill."
Rebel: "And the rest?"
Silencer: "Justenoughkill."
 
And something I just wanna see.

Maxis: "So you trust him?"
Shepherd: "With my life.  But sometimes he gives me these looks--like he's wondering what it would take to kill me."
Brooks: "Yeah, but it's Silencer.  He looks at potted plants like that."
 
Shadowen link said:
And something I just wanna see.

Maxis: \"So you trust him?\"
Shepherd: \"With my life.  But sometimes he gives me these looks--like he's wondering what it would take to kill me.\"
Brooks: \"Yeah, but it's Silencer.  He looks at potted plants like that.\"

hahaha, indeed, it's true :D
 
The game would be emphasize player choice, and the consequences of those choices.  As I see it, there are four basic ways the Silencer can go:

1) Remain with the Resistance to the end.  This requires the player to minimize collateral damage and make mission choices that would benefit the most people.  His actions in-game would be aimed at keeping as many civilians and fellow Resistance members alive as possible, as well as cooperating with his fellow rebels.  This would probably be the "default" setting, and if there were overlap with other requirements for other paths, the game would take this one--for example, if there were few civilian deaths but a lot of inanimate objects blown to shit, the game would take this path, rather than option 3.  The Silencer would learn to become more of a human and less of a monster, but that may result in the Silencer's actual combat capabilities lessening, reinforcing the reliance on teamwork.

2) Leave the Resistance and rejoin the WEC.  Actually making this plausible is tricky.  I have no idea how to implement it.  It might not even be a gameplay option, but a result of failure.

3) Leave the Resistance and go independent. The player would have to care more about hurting the WEC than helping the Resistance, and show it.  Destroying as much of mission geography as possible, indiscriminately or deliberately killing civiliansm, repeatedly choosing missions where the Silencer goes it alone, and other such revenge-focused, anti-social actions would result in the Silencer leaving.  This one would be the simplest to play but the hardest to win, given the ever-increasing odds and lack of support as the game unrolls.

4) Leave the Resistance and rejoin the Silencers.  This option wouldn't even be in the game unless certain revelations about the Silencer Corps came to light--in other words, the character would have to show a real interest in the history of the Silencer Corps, taking a lot of optional research missions and so on.  To actually get to this option would be difficult and time-consuming, but once you were there, even though missions would be tricky themselves, the fact that you would be working with Silencers would take a player of any reasonable skill to the endgame.  In addition, a player going this route would have unlocked a lot, if not all, of a Silencer's potential, such as increased physical abilities or new combat maneuvers; and since the Silencers have access to any equipment they need, at least for the first few missions the endless supplies would make a techlover wet himself.

Each path would of course have multiple endings, depending on how well the Silencer performed during missions.  There may be certain actions in missions or between them that would make taking a certain path irrevocable, such as killing a critical person or finding out something about the Silencers.
 
http://michael-morlan.net/pages/production/prod_crusader.htm

Check out Michael Morlan's page for his other draft scripts.
 
The Captain having a sudden attack of conscience, even with children involved, would not seem to jive with his later mercilessness regarding unarmed WEC workers.  It makes more sense that the decision to leave civilians in general alone being made by a more...hmm...let's call him "morally active" superior officer and the three of them being betrayed for it caused a desire in him for more personal revenge, as opposed to a moral, ah, crusade.

The great thing about vengeance: it can be devoid of moral certainty.  Which makes for better storytelling.

That being said, it's an interesting take.
 
G'Day there people!

Sorry guys and girls, as an Aussie, it's our priviledge - nay, an expectation - that we greet new people as such.  So let's not mention it again and I'll get on with it  8)

Now, as a new member, I wasn't sure if the creation of new subjects was allowed, so I picked one that seemed closest to what has been rolling around in my head for quite some time, but have never being able to find a decent site to post it on.  So if I'm spamming up the works here, I do apologise for my ignorance!

Here is my question for those of us Crusader fan(atic)s whom have also created chaos, mayhem and disorder on certain Interplay/Black Isle games of note...

*Deep Inhale*

What do you think of the idea of a Crusader RPG being created using the Fallout 2 engine???

*Pauses.  Takes note that nobody is aiming AC-88s in his direction.  Continues cautiously*

Seriously, think of the potential for it.  I know it wouldn't be the same as the old school Crusader series, but come now - except for certain project groups, in particular the ones working on the Pentegram engine, it's not going to be happening.  And as a fan group, do we really want something as a (shudder at the thought) First Person Shooter, or done in the Oblivion style?  I can almost guarantee you that is the direction that most PC genres are heading, and quite frankly I want to keep Crusader as isometric, but I am wandering a bit here...

I know the gameplay would be completely different, bit given the (percieved) relative ease for adjusting of codes and dialogue of the Fallout engine, I felt that it would make for a fun and lasting idea.  I thought that the Brotherhood of Steel engine (I'm going to get flogged for mentioning that one day) would leave too much out of it.  What I am looking for is a bit more substance to chew on, with something less linear and would give you more immersion into the 'world of Crusader'.  It would allow for team-based tactics with other resistance members, sympathetic civvies, or defective... err... defecting WEC employees (imagine retconning the No Remorse game and having Brooks, Yo-Yo and Taxman with you as part of a fire team ;D) if you allowed for NPCs to join you - I reckon Cassidy would have a field day in a WEC installation!, would give the potential for more variety with choices for firepower, which is never a bad thing, would give the option for going hand-to-hand to conserve ammo (imagine what the WEC would do to upgrade a night stick?), and given what you can do with the dialouge and 'quest' options... limitless opportunities, ladies and gentlemen.  Limitless.

Now that I've finally said my piece, I'll go back to hiding in my personal Vault and keep an eye out for everyone's comments on my thoughts  :)

Cheers!
 
WELCOME!  ;)

That's also a fantastic idea. I've never played any Fallout game, unfortunately.

I guess there should be a series of priority engines to which we can make this game, if we did.

I just think it'd be cool to see a Crusader game in first-person. The Steam engine would work well in this aspect.
 
Keenan Weaver link said:
That's also a fantastic idea. I've never played any Fallout game, unfortunately.

Oh man!  Seriously Keenan, if you can get hold of a copy of the 3-pack which includes Fallout, Fallout 2 and FOBoS, get it!  Make sure though, that you take a few microwave meals for, say... a fortnight, or hook up some intravenous nutrients, 'cause I can quite happily say that the series is one of the best - if not THE best - of the post-apocalyptic RPGs out there, and you'll have a pretty feral beard by the time you emerge from your own personal computer dungeon playing it (I know I did!).  If there's anyone else on board here that hasn't tried it out, please do so, then you'll know what I'm raving and frothing at the mouth about, even if it was just as a playtest to check out the engine, it'd be worth it.  Yep, I'm one of these people who could waffle on about a subject for days on end.  Be afraid! :D

Anyway, I'm actually at my workstation, so I better get back to pretending to work for a living.  Thanks for the welcome from Keenan and Co.  :)
 
ya Wazza is right. Fallout is perfect game.

Get it Keenan, you won't regret it. You will spend alot of sleepless night playing it. First start with Fallout 1 than Fallout 2 and if you love them buy Brotherhood of Steel. It's a tactical game in Fallout universe. Very nice game. But Fallout is a must have!

and btw Wazza welcome hehehe
 
Aboout Wazza's idea...

Hi!
I'm also new here, and i've been a fan of the crusader since ages.

It would be really nice to see a crusader game in the fallout engine.
Especially with the SPECIAL system, and of course with Shadowen's
ideas ;D

Oh, and one question; Is it possible to insert the sprites from the crusader games to the fallout engine?? ?::)

Keep up the good work BTW!
 
hmmm i'm not sure, but as long as e can extract sprites from Crusader engine (and we can actualy ;) ) i think it is possible to insert them into Fallout engine. But i never worked with Fallout engine, so i do nto know for sure. But i think it should be possible.
 
I think particular attention should be paid, if possible, to Fallout: Tactics, which takes the core of the Fallout games and adds more of a combat focus and the ability for real-time battle.

The illusion is almost there when you have a team of high-level characters, all wearing power armor, and the leader's main color is red...
 
Shadowen link said:
The illusion is almost there when you have a team of high-level characters, all wearing power armor, and the leader's main color is red...


so true...  ;D
 
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