- last post: 01.01.0001 12:00 AM PDT
Poll: Good idea for Halo 3? Please read the whole "thing" I wro... [closed]
| Yes; I want to sleep with you.:
53%
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|
(10 Votes)
|
| No; just go away and die.:
47%
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|
(9 Votes)
|
Total Votes: 19
*Setting: Chief is the middle of a battallion of two manned scorpion tanks, three full APCs (I'll get into that later), several squads of marines and five manned warthogs. You're in a temperate forest setting, travelling along a main road to recapture one of the orbiting MAC spacestation powerplants (they transmit the energy from the ground, to the MAC cannon). *
"Chief, this is Cortana. Recon tells me that, along with the captured powerplant, the Covenant have fortified what I believe used to be a human armory depot. From the chatter, it sounds as if that's their main base of operations for the area. The armory is just two klicks west of your current position. There should be a side road a little way down the main road that leads right to it. You might want to take them out before you head to the powerplant; if they come up behind you with fliers and wraiths, that could be a real pain. But I have to warn you, the area is heavely fortified. If you manage to get rid of their fliers, I could probably send a few pelicans to help you. Watch out for Covenant patrols and fliers along the road."
Main and Necessary Objective: Recapture Powerplant
Optional Objective: Attack and Capture the Weapons Depot
So you have two choices, attack the powerplant, and risk being flanked, or attack the depot first, and risk suffering heavy casualties in the process. If you manage to take down the depot, and stop the Covenant pilots from taking off, Cortana will send some Pelican's full of troops (but probably not enough to fill the gap suffered by attacking the depot in the first place). At the depot, you discover that the Covenant had been stockpiling powerful weapons and vehicles, including banshees, that you can stick your marines in. So, if you manage to effectively take down the depot, your losses will be replenished by the reinforcements and a weapons boost for your marines (and self if you wanted to replace your own guns with something different). However, taking down the base, without killing most of your troops, is incredibly difficult. You don't know how much damage you'll sustain if you're flanked, so taking on the optional mission is a toss that could either help, or destroy you. To prevent linear gameplay, everytime you play the level, the flanking force (the one that attacks you if you go straight to the powerplant) will be a different size and it's composition would be randomly generated; this way, you never really know which action is the right choice, and you have to weigh your own abilities.
[Edited on 6/18/2006]