1 |
Perhaps some of these missions would be more exciting if they were restructured in the following way:
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1 |
Perhaps some of these missions would be more exciting if they were restructured in the following way:
|
2 |
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|
2 |
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|
3 |
-
Shieldbot
Introduction:
Personally,
I
think
Altaris,
along
with
its
mission
objective
of
reclaiming
alot
of
rocks
to
make
up
for
a
mex
disadvantage,
would
be
a
better
mission
to
introduce
the
Shieldbot
Factory,
along
with
the
basic
Convict,
Bandit,
Rogue,
and
Outlaw,
as
while
Altaris
was
useful
for
teaching
new
players
the
importance
of
reclaiming,
it,
sadly,
doesn't
showcase
the
Felon's
strengths
well,
which
would
be
better
served
if
introduced
alongside
the
Thug
in
a
later
mission.
|
3 |
-
Shieldbot
Introduction:
[spoiler]Personally,
I
think
Altaris,
along
with
its
mission
objective
of
reclaiming
alot
of
rocks
to
make
up
for
a
mex
disadvantage,
would
be
a
better
mission
to
introduce
the
Shieldbot
Factory,
along
with
the
basic
Convict,
Bandit,
Rogue,
and
Outlaw,
as
while
Altaris
was
useful
for
teaching
new
players
the
importance
of
reclaiming,
it,
sadly,
doesn't
showcase
the
Felon's
strengths
well,
which
would
be
better
served
if
introduced
alongside
the
Thug
in
a
later
mission.
[/spoiler]
|
4 |
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|
4 |
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|
5 |
-
Shielded
shieldbots
race
against
time:
To
really
showcase
the
Felon's
capabilities,
it
would
need
to
be
paired
alongside
shielded
units
like
the
Thug
or
Convict,
which,
in
turn,
could
do
things
that
the
Felons
couldn't
do
as
well
(
if
at
all)
.
Perhaps
the
mission
could
focus
on
a
mixed
force
of
Felons,
Thugs,
and
Convicts,
where
the
Convicts
must
race
against
time
to
finish
building
some
important
half-built
objects
like
Pylons,
Reactors,
or
Defenses
in
order
to
stave
off
attacks
from
much
larger
and
more
powerful
forces
of
enemy
units,
while
the
Thugs
must
break
through
enemy
defenses
that
block
the
Convicts'
path,
and
Felons
must
protect
the
Convicts
and
Thugs
from
ambushes
by
enemy
raiders.
(
Imagine
playing
the
"StarCraft
2:
Legacy
of
the
Void"
mission
"Sky
Shield",
where
the
player
must
race
against
time
to
keep
an
orbotal
station
from
crashing
into
a
planet,
by
plowing
through
enemy
defenses,
and
repairing
key
structures.
)
|
5 |
-
Shielded
shieldbots
race
against
time:
[spoiler]To
really
showcase
the
Felon's
capabilities,
it
would
need
to
be
paired
alongside
shielded
units
like
the
Thug
or
Convict,
which,
in
turn,
could
do
things
that
the
Felons
couldn't
do
as
well
(
if
at
all)
.
Perhaps
the
mission
could
focus
on
a
mixed
force
of
Felons,
Thugs,
and
Convicts,
where
the
Convicts
must
race
against
time
to
finish
building
some
important
half-built
objects
like
Pylons,
Reactors,
or
Defenses
in
order
to
stave
off
attacks
from
much
larger
and
more
powerful
forces
of
enemy
units,
while
the
Thugs
must
break
through
enemy
defenses
that
block
the
Convicts'
path,
and
Felons
must
protect
the
Convicts
and
Thugs
from
ambushes
by
enemy
raiders.
(
Imagine
playing
the
"StarCraft
2:
Legacy
of
the
Void"
mission
"Sky
Shield",
where
the
player
must
race
against
time
to
keep
an
orbotal
station
from
crashing
into
a
planet,
by
plowing
through
enemy
defenses,
and
repairing
key
structures.
)
[/spoiler]
|
6 |
\n
|
6 |
\n
|
7 |
-
Shieldbots
vs
Airplanes,
Striders,
and
heavy
defenses:
I've
yet
to
play
Ogurlo,
but
if
it
hasn't
been
done
already,
perhaps
the
mission
where
you
must
face
off
against
the
fearsome
Dante
could
be
tweaked,
so
that
it
focuses
more
on
the
Racketeer's
usefulness
in
various
ways?
At
the
same
time,
perhaps
the
utility
of
shields
won't
be
as
important
as
the
utility
of
Racketeers,
so
perhaps
we
could
instead
focus
on
using
Vandals
to
protect
our
Racketeers
from
enemy
bombers?
In
this
modified
mission,
the
enemy
is
building
Dantes
and
bombers
to
send
towards
your
base
from
behind
a
heavily
fortified
position
of
Desolators.
Use
the
Vandals
to
fend
off
enemy
aircraft,
Racketeers
to
disarm
the
Dantes
and
Desolators
long
enough
for
your
units
to
finish
them
off
for
good.
|
7 |
-
Shieldbots
vs
Airplanes,
Striders,
and
heavy
defenses:
[spoiler]I've
yet
to
play
Ogurlo,
but
if
it
hasn't
been
done
already,
perhaps
the
mission
where
you
must
face
off
against
the
fearsome
Dante
could
be
tweaked,
so
that
it
focuses
more
on
the
Racketeer's
usefulness
in
various
ways?
At
the
same
time,
perhaps
the
utility
of
shields
won't
be
as
important
as
the
utility
of
Racketeers,
so
perhaps
we
could
instead
focus
on
using
Vandals
to
protect
our
Racketeers
from
enemy
bombers?
In
this
modified
mission,
the
enemy
is
building
Dantes
and
bombers
to
send
towards
your
base
from
behind
a
heavily
fortified
position
of
Desolators.
Use
the
Vandals
to
fend
off
enemy
aircraft,
Racketeers
to
disarm
the
Dantes
and
Desolators
long
enough
for
your
units
to
finish
them
off
for
good.
[/spoiler]
|
8 |
\n
|
8 |
\n
|
9 |
-
Shieldbots
hold
the
line:
Finally,
we
could
close
the
shieldbot
campaign
with
a
mission
that
focuses
on
the
utility
of
Snitches
and
Aegis/Aspis,
with
the
player
having
to
use
Aegis/Aspis
to
weather
bombardment
from
enemy
artillery,
possibly
including
a
Big
Bertha
cannon,
until
an
allied
superweapon
is
finished.
Meanwhile,
waves
of
enemies
are
poised
to
invade,
so
it's
up
to
the
player
to
use
Snitches
to
weaken
the
waves
of
enemy
units
enough
for
your
meager
defensive
line
to
finish
off
whatever
stragglers
might
remain.
(
I'd
imagine
that
this
could
feel
alot
like
the
"StarCraft
2:
Wings
of
Liberty"
missions
"Zero
Hour"
and
"All
In".
)
|
9 |
-
Shieldbots
hold
the
line:
[spoiler]Finally,
we
could
close
the
shieldbot
campaign
with
a
mission
that
focuses
on
the
utility
of
Snitches
and
Aegis/Aspis,
with
the
player
having
to
use
Aegis/Aspis
to
weather
bombardment
from
enemy
artillery,
possibly
including
a
Big
Bertha
cannon,
until
an
allied
superweapon
is
finished.
Meanwhile,
waves
of
enemies
are
poised
to
invade,
so
it's
up
to
the
player
to
use
Snitches
to
weaken
the
waves
of
enemy
units
enough
for
your
meager
defensive
line
to
finish
off
whatever
stragglers
might
remain.
(
I'd
imagine
that
this
could
feel
alot
like
the
"StarCraft
2:
Wings
of
Liberty"
missions
"Zero
Hour"
and
"All
In".
)
[/spoiler]
|
10 |
\n
|
10 |
\n
|
11 |
As for the introduction of Caretakers, Pylons, Geothermal Generators, and Cornea/Iris, their missions would probably be better structured as follows:
|
11 |
As for the introduction of Caretakers, Pylons, Geothermal Generators, and Cornea/Iris, their missions would probably be better structured as follows:
|
12 |
\n
|
12 |
\n
|
13 |
-
Caretaker
Introduction:
In
this
mission,
Caretakers
are
needed
in
order
to
heal
up
some
badly-damaged
heavy
units
(
possibly
Striders
like
the
Dante)
before
they
could
be
put
back
into
service
against
the
enemy's
heavily-fortified
base,
as
well
as
speed
up
the
construction
of
more
Striders
that
are
being
produced
from
an
allied
Strider
Hub,
showcasing
the
Caretaker's
role
in
both
healing
damaged
units
and
speeding
up
production.
|
13 |
-
Caretaker
Introduction:
[spoiler]In
this
mission,
Caretakers
are
needed
in
order
to
heal
up
some
badly-damaged
heavy
units
(
possibly
Striders
like
the
Dante)
before
they
could
be
put
back
into
service
against
the
enemy's
heavily-fortified
base,
as
well
as
speed
up
the
construction
of
more
Striders
that
are
being
produced
from
an
allied
Strider
Hub,
showcasing
the
Caretaker's
role
in
both
healing
damaged
units
and
speeding
up
production.
[/spoiler]
|
14 |
\n
|
14 |
\n
|
15 |
-
Pylon
and
Geothermal
Introduction:
The
situation
at
Yeta,
where
you
need
to
bring
a
Cerberus
online
to
open
up
a
hole
in
the
enemy's
defensive
line,
is
an
almost
perfect
mission
to
introduce
and
represent
these
highly
useful
base
structures.
Only
this
time,
instead
of
needing
to
use
Caretakers
to
finish
production
of
a
Cerberus,
and
build
Pylons
to
hook
it
up
to
your
ally's
Fusion
Reactors,
you
would
start
out
with
an
already-built
Cerberus
or
2,
but
need
to
build
Geothermal
Generators,
along
with
Pylons,
to
quickly
provide
it/them
with
enough
power
to
bring
it/them
online.
|
15 |
-
Pylon
and
Geothermal
Introduction:
[spoiler]The
situation
at
Yeta,
where
you
need
to
bring
a
Cerberus
online
to
open
up
a
hole
in
the
enemy's
defensive
line,
is
an
almost
perfect
mission
to
introduce
and
represent
these
highly
useful
base
structures.
Only
this
time,
instead
of
needing
to
use
Caretakers
to
finish
production
of
a
Cerberus,
and
build
Pylons
to
hook
it
up
to
your
ally's
Fusion
Reactors,
you
would
start
out
with
an
already-built
Cerberus
or
2,
but
need
to
build
Geothermal
Generators,
along
with
Pylons,
to
quickly
provide
it/them
with
enough
power
to
bring
it/them
online.
[/spoiler]
|
16 |
\n
|
16 |
\n
|
17 |
-
Cornea/Iris
saves
the
day:
Here,
the
Commander
had
just
picked
up
an
artifact,
though
in
doing
so,
he
reactivated
a
potent
defense
grid
that's
keeping
him
from
escaping
back
to
his
remote
base
on
the
other
side
of
the
map.
Even
worse,
a
Detriment
is
closing
in
on
his
position.
The
objective
here
is
to
build
up
a
fighting
force
away
from
the
Commander's
position,
and
use
numerous
Corneas
and
Irises
to
sneak
that
fighting
force
past
the
more
potent
Desolator
defense
systems
to
destroy
the
less
heavily-defended
pylons
and
reactors
that
power
them,
along
with
the
blockades
that
keep
the
Commander
from
escaping.
Once
the
blockades
are
cleared,
the
Commander
needs
to
get
back
to
base
ASAP,
as
the
Detriment
is
still
coming
for
him.
|
17 |
-
Cornea/Iris
saves
the
day:
[spoiler]Here,
the
Commander
had
just
picked
up
an
artifact,
though
in
doing
so,
he
reactivated
a
potent
defense
grid
that's
keeping
him
from
escaping
back
to
his
remote
base
on
the
other
side
of
the
map.
Even
worse,
a
Detriment
is
closing
in
on
his
position.
The
objective
here
is
to
build
up
a
fighting
force
away
from
the
Commander's
position,
and
use
numerous
Corneas
and
Irises
to
sneak
that
fighting
force
past
the
more
potent
Desolator
defense
systems
to
destroy
the
less
heavily-defended
pylons
and
reactors
that
power
them,
along
with
the
blockades
that
keep
the
Commander
from
escaping.
Once
the
blockades
are
cleared,
the
Commander
needs
to
get
back
to
base
ASAP,
as
the
Detriment
is
still
coming
for
him.
[/spoiler]
|