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BigPoppaBear

C&C: WIII - Rise of the Middle Kingdom

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Introduction

 

World War III is now well under way. The fields are pocked with missile craters and littered with tank debris. The deserts are now home to the dried skeletons of the dead soldiers. The skies are alight with the glare of burning rocket propellant. The seas conceal all manner of destroyed warships and submarines. Across Europe, America, and Asia, chaos has spread. The developed world is in turmoil.

Except China. For the duration of what many have called The Final War, China has sat back and watched the world embroil itself in global conflict. Now, as supplies and ammunition begin to run down on all sides, China is stepping forward to claim its destiny. Chinese conscripts are marching in their thousands west towards Iraq and Europe and to Russia in the north. The naval assault units and amphibious transports of the People’s Liberation Army Navy are racing east to the American coast. The Chinese armed forces are spreading out across the world, setting up bases, and conquering nations.

But the other sides have too much to lose by giving into the Chinese. Now the other sides (The Allies, The Soviets, Federation of the Black Sun, The Serbs, The Iraqis, Phoenix and NATO) are gearing up for the final onslaught that will determine the New World Order by last faction standing…

 

 

Note from the author: I began writing ideas for an add-on pack for C&C: World War III shortly after the release of Red Alert 2: Yuri’s Revenge. Given the quite dramatic change in graphics and units, I have chosen to continue this add-on in the style of C&C: WWIII. I am not technical wizard, so I have decided not to assume that a game as large as C&C:WWIII and any of its add-ons will run using the same graphics or at the same speed as Red Alert 2. If I am wrong, I am very excited about how this add-on and the original game will look in the up-dated graphics.

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Just as in C&C: WWIII, I believe the ideal format is the top-down isometric real-time strategy format, for the same reasons I used when justifying this for use in C&C: WWIII.

 

In contrast to C&C: WWIII, I envisage three types of game play in Rise of the Middle Kingdom.

1. Skirmish Mode: Simply where players choose one of the 8 teams and play off amongst themselves or against AI players, or both over the Internet or PS2/Xbox broadband. The winner is the last team standing and there is no mission structure. This was the recommended type of game for C&C: WWIII.

2. Campaign Mode: This is where the player chooses to play as China, the new team, against another team in a mission-based structure. I recommend a five-mission campaign against each of the other seven sides. I also recommend that this be only done for China, because as stated before, I am no technical wizard and am unsure as to whether or not this could be accomplished for all eight teams.

3. Multi-player Campaign Mode: Inspired by the Co-operative mode of multi-play on Red Alert 2. Two or more players work together as any two teams (except China) to fight against a Chinese army stronghold. Again, I suggest about five different missions.

 

I believe that the Campaign and Multi-player Campaign modes will bring a new dimension to WWIII and with it, mass market appeal

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In the New World, Mao Zedong (a.k.a. Chairman Mao) came to power, bringing his own interpretation of Marxism-Leninism to the people of China. Harnessing the power of one unstable Chronosphere, which exploded after its use, the Chinese government has brought Chairman Mao back. After watching the world use up its supply of ammunition, the Chinese, under the leadership of Mao, have chosen now as the right time to claim their destiny as rulers of the planet.

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Structures & Defences

Key Structures: Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Service Depot, Radar Dome, Heli-pad, Airfield, Naval Yard

 

New Structures:

 

Mao Institute: This is the Chinese version of a Technology Centre. It allows the construction and production of more powerful units and hi-tech buildings.

Sonar Dome:The building that generates the Sonar Pulse, prerequisite for the Sonar Ship and ASW Helo. This gives an additional radar screen which can be toggled between with the other radar. This other screen shows the locations of all submarine naval units from the last Sonar Pulse and keeps them marked, while on the regular radar they disappear. It does not show the movements of subs between use of the Sonar Pulse, only stationary shots of where they were. The Sonar Dome also keeps note of number of naval units (submerged or surface) all other teams have.

Drone Control Centre: Enables production of drones. Also charges the Chinese Special Weapon Kamikaze Drone. If this structure is destroyed, all currently operational Drones will be destroyed.

Cluster Missile Silo: Storage silo for the cluster missile, charges Cluster Missile Strike.

 

Defences: Barbed Wire, Concrete Wall

New Defences

Rocket Tower: A combined anti-tank and anti-air defence structure, releases Dragon and RedEye missiles at tanks or aircraft. Since it is fully automated, the radar systems ignore anything smaller than a Ranger, making infantry and Paratroopers completely safe.

Sniper Tower: This structure gives the Chinese defence against infantry. Essentially a built-for-purpose sniping post, the structure is an elevated platform that houses a Sniper. The rate of reload is faster than it is for that of a normal Sniper, but due to the angle of elevation the range is much shorter.

Battle Bunker: A unique structure only available to the Chinese armed with five Chainguns. The Chainguns are operated by infantry (not Dogs), who must be placed in the bunker in order for it to be active. Only one infantryman is needed, but each infantryman added increases the rate of fire and the effective damage range. Two or more infantrymen in the Battle Bunker allows for multiple targeting. Effective against both infantry and light-medium armoured vehicles.

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Infantry: Riflemen, Engineers, Dogs.

New Infantry

Artillery Troops: These long-range troopers armed with an artillery cannon on a tripod. When deployed, they fire artillery rounds over great distances, damaging vehicles and structures. The rate of reload is fairly quick, allowing the trooper to cause enormous damage relatively quickly. The main drawbacks of the Artillery Troops are their lack of speed, the fact that they are unarmed unless deployed, their minimum range and their near-uselessness against infantry.

RPG Troopers: The RPG Trooper carries a rocket-propelled grenade launcher, used to shoot down aircraft and vehicles. They can also be effective against small groups of oncoming infantry. These soldiers are also slower due to the size of their weapon, but they have a fast reload time and a fair amount of armour.

Snipers: Possibly the most effective anti-infantry unit ever, the Sniper is armed with a bolt-action laser-sighted sniper rifle. One of the few units to have an extremely large range without a minimum range, the Sniper can fire at infantry with 100% accuracy and almost guarantee a one-hit kill, unless the enemy solider has protective clothing. The only drawbacks are that the Sniper takes a while to reload and hold his target, and that he wears no armour and is therefore relatively easy to kill. The sniper rifle is also completely useless against vehicles.

Demolition Soldier: This infantry unit is armed with C4 Charges designed to take out any structure. However, he is otherwise completely unarmed and is extremely vulnerable to enemy units and defences, so it must be guarded to be effective.

 

Vehicles: Ore Truck, Armed Ore Truck, MCVs

New Vehicles

Liberator: The Liberator Tank is a durable tank armed with twin 150mm cannons. It is incredibly destructive to buildings and armoured vehicles, and has a quick reload time as it fires from each cannon in turn. The Liberator is heavily armoured and has a medium range. However, due to its heavy armour, it is very slow and the turret has a slow rate of turn due to the weight of the twin cannons.

Laceration Transport: The Laceration Transport is really a mobile version of the Battle Bunker, in that it has five Chainguns that need to be manned to be effective, in addition to its automatic M70-machine gun. Up to five infantrymen are loaded in, like an APC, but the more infantry that are placed inside, the more effective its weapons become. On its own, the Laceration Transport is a robust unit, capable of withstanding heavy pounding. 1Its real strength as an assault unit lies in its ability to improve its weapon by taking in more infantry.

Fortress Tank: The largest land unit available to China, the Fortress Tank is heavily clad in armour. Armed with twin 2-inch turrets, twin rocket pods and a Vulcan Cannon, this tank is effective against all infantry, land-based and aerial units. It has a medium-long range and its armour is heavy and durable. The unit’s main weakness is in its extremely slow speed, which is more than made up for in its devastating firepower and incredible strength.

V2-N Launcher: The Chinese version of the Soviet V2, but with a difference. Instead of firing one SCUD warhead, the V2-N fires a Napalm warhead that releases fire around the target area as well as causing damage with the initial explosion. This increases the effectiveness of the missile against all units, but also makes the V2-N Launcher more susceptible to damage due to the more flammable content.

Rocket Artillery Vehicle: The RAV is a long-range assault battery that uses deadly heat-seeking Stinger missiles to lock on and fire at enemy structures and defences. The Stinger missiles can also target enemy aircraft, but the RAV is less effective against vehicles and infantry, as the ballistic nature of the Stinger makes it easy for infantry or vehicles to change position before impact. The RAV is vulnerable to enemy fire due to the volatility of its ammunition, but its range allows ample time for it to change position.

Scout Drone: This is an unmanned small speedy unit that is controlled by computer systems inside the Radar Dome. It is designed for gathering information about the tactical map. Its small M60 Machine Gun will protect it from infantry, but it is designed for quick intelligence gathering, so its armour is weak in order to maximise speed.

Amphibious Drone: Another unmanned unit, the Amphibious Drone can cross water. It is armed with a small-medium range 105mm Cannon for damaging enemy armour, and can be used against surface ships. However, it has no defence against submarines and its durable armour suits it better to tank battles and attacks on enemy structures.

Flame Drone: The Flame Drone is an anti-infantry unit, best suited to intercepting enemy infantry rushes. The small Flame-thrower can easily incinerate groups of troopers, but the Flame Drone is extremely vulnerable due to its flammable content.

Venom MineLayer: The latest development in mine technology, Venom mines are camouflaged so that enemy units cannot detect them. When an infantryman or vehicle passes over the mine, it releases a corrosive gas that lingers for a short time. This gas heavily damages vehicles and instantly kills infantry. The Venom MineLayer is otherwise unarmed and highly explosive, so it must be protected while laying its ammo. It carries five Venom mines and can be reloaded on a Service Depot.

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Naval Units: Transports, Gunboat

New Naval Units

Sonar Ship: An invaluable asset to the People’s Liberation Army Navy (PLAN). Although unarmed, the Sonar Ship uses a towed sonar array to detect enemy submarines in the surrounding area before they are in the position to attack (showing them both on radar and the tactical map). The equipment onboard is extremely delicate, and can be destroyed easily, so the Sonar Ship must be well protected.

Cleanser: The Cleanser is a naval defence unit designed to protect the other Chinese naval units from aerial or submerged attacks. Like the Gunboat, it can only fire upon enemy subs when they have been revealed by sonar. However, unlike the Gunboat, the Cleanser is armed with torpedoes, punching through enemy hulls to deliver massive structural damage. It is also armed with a ZSU-29 Cannon to deal rapidly and effectively with aerial attacks. The Cleanser is the fastest naval unit that the Chinese have, and is vital for protecting any sea-bound assault.

Missile Frigate: The largest ship available, the Missile Frigate gives the PLAN devastating sea-launched firepower. Armed with two missile batteries, can launch a volley of 12 small conventional missiles. Using SPY guidance systems, the missiles have a high degree of accuracy. Even in all its strength, the Missile Frigate is still vulnerable, as it has a minimum range and no defences of its own.

 

The New Aircraft

ASW Helo: The anti-submarine warfare helicopter is another useful asset for the PLAN. Capable of carrying six torpedoes, the ASW Helo targets a submarine through use of the Sonar Ship or a Sonar Pulse (or if the sub is already damaged and unable to submerge). It then flies overhead and drops its six torpedoes down into the sea, causing great damage to the sub. Since it only carries torpedoes, it is useless for dealing with land targets, and is very vulnerable to anti-aircraft fire due to its low flight path.

Combat Chinook: Similar to the Soviet Chinook, the Chinese version is armed with Hellfire rockets for taking out tanks and light defences. One new unique feature of the upgraded Chinook is the ability to Para-drop its passengers at any location over land. Strong and durable, the Combat Chinook is the best transport vehicle available to China.

Dragon Plane: An aerial anti-infantry unit, the Dragon is loaded with a napalm drop that can incinerate entire infantry rushes. It is essentially useless against tanks or buildings, but an extremely effective unit for dealing with large oncoming infantry rushes.

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The Special Weapons: Sonar Pulse

The New Special Weapons

Kamikaze Drone: The Kamikaze Drone is a modified version of the Scout Drone. It is unarmed, for greater speed, but has 300kg of high explosive inside it. It also has a small guidance system that will guide it at top speed toward the nearest enemy structure or unit, where it will explode and completely destroy whatever it was aimed at. Unlike other Special Weapons, the Kamikaze Drone cannot be manually targeted, as it automatically selects the nearest enemy unit.

Multiple-Missile Strike: The Chinese have developed a laser-guided cluster missile. Each of the eight clusters can be targeted in a different location on the tactical map. These high yield conventional warheads will easily take out lightly armoured buildings and give heavy damage to all units, and more heavily armoured buildings. Because of the individual aiming, one strike could take out an entire base, or cripple all enemies.

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New Features: Civilians & Rebels

 

One new dimension to the game play that ROTM brings is the use of non-militant characters that take part in the action. Unlike previous C&C titles, these characters can be recruited to help gain the advantage over an adversary.

 

Civilians: Only available in Urban or Temperate terrain. Generally, civilians are unhappy with a war being fought in their hometown or community. Armed only with small handguns, Civilians are only useful in large groups and against infantry, although useful Neutral Structures (see next section) can help with this. Civilians can also hinder the progress of tanks and tracked vehicles by establishing roadblocks.

Rebels: Only found in Desert, Temperate, and Mountainous terrain. Rebels are harder to find than Civilians, as they hide in networks of caves under the map. Rebels are better equipped than Civilians, as weapons include AK-47s, Land Mines and Blowpipe Rocket Launchers, but all Rebels are less armoured than the most basic infantry unit, making them easier to kill.

Note: If no team has recruited Rebels or Civilians, they will attack and hinder all sides.

 

Neutral Structures

 

These are the structures that are neutrally owned on maps. They cannot be built by any team. But any team can send an engineer to take over the building. Only defensive structures can and should be built next to any captured neutral structure. Another team can claim a captured structure by sending their own engineer in.

 

Propaganda Centre: This building broadcasts the propaganda of the controlling side to nearby neutral characters, turning them to that side. These buildings recruit Civilians that are nearby. In order to recruit Rebels, the Propaganda Truck (which is in the Garage of the centre) must be parked outside a cave entrance. The Rebels will remain under control until the truck is destroyed. Civilians will remain under control until the Propaganda Centre is destroyed.

Training Centre: This is the building in which Civilians and Rebels can be trained to use their bodies and weapons more efficiently, improving their speed, strength, rate of fire and accuracy. Units must be placed inside the captured structure to be trained. They can only be trained once. Units will be ejected once they are upgraded, and there is no limit to how many units can be placed in the structure at once.

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Terrain

ROTMK is home to five different kinds of terrain, each providing a unique fighting experience.

 

Temperate: The most versatile terrain, Temperate can be long flat fields, rocky mountainsides, forests, or bumpy fields with rural communities. These may contain lakes and rivers, and may often be on a shore. There will be a few country roads and bridges.

Snow: There are two main maps that use Snow terrain – rocky mountain tops and snowfields. Units are generally a little slower on Snow terrain, due to the cold and the depth of the snow. There is likely to be sea nearby.

Desert: Desert terrain is very bumpy and most units need to drive slower than on Temperate terrain (except Desert Buggies). There is no chance for naval warfare here.

Urban: As in C&C: WWIII, battle can be fought within cities, on the streets, alleyways and in parks. Civilian buildings can be destroyed to clear way for bases and battlegrounds, adding to the destructive fun of previous C&C titles.

!NEW! Mountainous: Battles in this terrain take place in high sided valleys, with steeply sloping inclines, causing units to reduce speed uphill. Nuermous openings to caves ensure a plentiful supply of Rebels. Rocky passes make for close quarter combat.

 

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Well, there she is. i did start writing mission scripts at one point, but it's really difficult to come up with anything challenging and original. :( Anyone comments at all?

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It's so much to read...

how far are you with the mod?

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Wow, your avatar moves!!!! That is so cool!!!! :D

 

The mod has gone nowhere, I myself have no skills in modding and no-one got in contact with me about it, so at the moment its at a standstill.

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Yeah, I appreciate that was a lot of info at one time, but does anyone have any comments/criticisms/suggestions?

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I thought about it, but then looked at the construction options for each team. I thought that all forms of structures and units had been split. Unless you have any ideas?

 

One idea I toyed with was limited ammo and fuel, which would have developed new logistics units and added a greater sense of realism to the game. But it seems too complicated to implement fully.

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My general idea was to introduce a whole new dimension into C&C games, re-supplying and refueling your units.

 

Fuel

A new structure would be available to all sides that would drill for oil. Oil would be stored in this structure in the same way as the Ore Refinery stores ore, with additional silos (or Fuel Drums) to store surplus. New units (Oil Trucks) for transporting oil to the front lines of the battle would be available, and these would refuel the tanks, transports, and other support vehicles.

 

The main problems I encountered in this were how you would be able to tell if your tanks were running low on fuel, how long a full tank of oil should last, how long a refuelling should take, and what percentage of the Oil Truck's load should give a vehicle a full tank?

 

Ammo

This required three things: 1) a storage facility for missiles, tank rounds, rifle bullets, grenades, etc; 2) a means of creating or obtaining this extra/replacement ammo; and 3) a means of distributing the ammo to the units that need it. Originally, I had thought of convoys of Cargo Trucks bringing the ammo down over roads. Then I considered using railways, as is done in Europe, which would have brought about new units to build railway lines in order to receive the re-supply. What made most sense to me was to have the ammo airdropped in, and held in an armoury, and subsequently be re-distributed to the troops via Cargo Truck. I thought that if each type of vehicle had a set number of shells at their disposal, displayed by the ammo boxes under each unit's HP, as with aircraft and mine-layers in RA. The construction of the Armoury would charge the periodical automatic airdrop delivery of ammo to the Armoury. Infantry units could be placed inside the Armoury in order to reload. Alternatively, to get ammo to the front lines, Cargo Trucks can be directed to the units that need them and drop a crate containing the required weaponry. IF the Cargo Trucks were destroyed en-route, the weaponry crate would still drop, and be up for grabs.

 

 

Why did I not bother with this? it's far too damn complicated to replicate in a game. What did you think anyway?

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That does sound a little to complicated for your average modder

 

Sounds similar to blitzkrieg, where you refill your tanks ammo and so forth

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Not just the modder. I reckon even EA would struggle making that easy to use. Be difficult for a player as well. You *might* be able to pull it off Renegade-style in a multi-player game, where everyone is in control of one vehicle. But when you're in charge of a whole army, it's just not gonna work.

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Taiwan was successfully re-integrated ack into China, under the charismatic leadership of Mao Zedong.

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1) what c&c wwIII is? . (i understand that this is a "future c&c games" forum but you talk about it like it's a real game)

2) what is the idea behinf you writing all these details aboute a new (?) c&c game? are you writing a new mod?

by the way' i liked the idea of refueling units.

 

p.s i'm new here so forgive me if i didn't catch something about this forum.

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C&C: WW3 is a game concept developed by myself. It will be obsolete as soon as I finish writing my Red Alert: Escalation concept.

 

I post the concepts in the hope that someone will find a way to make a mod from it, since I myself have no modding skills whatsoever.

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