Estimated date of release: Targeted for winter 2011.The player and associated forces departed Gamma Base in two transports en route to the ruins of Los Angeles. Near the California-Nevada border, they entered the airspace controlled by an (as yet) unknown force. The two transports took heavy AA fire (Laser and SAM emplacements). Transport Two took evasive action but crashed two miles to the north. Transport One (carrying the initial player-controlled force) escaped the immediate area but crashed four miles downrange due to severe damage. Sensor data was routed to the player's Mobile Command Center (new vehicle, upgraded variant of a Command Turret that can show the minimap) before impact.
The player finds themselves with an underpowered force led by Tactical Sergeant Gibbs, the second-in-command. Having just crashed, they are in a bad state of affairs. The situation is made worse due to the missions' "Heavy Hitters" (Vengeance Gauss Cannon Tracks) and Construction Vehicles being on Transport Two. Transport One contained the Mobile Command Center, Tac. Sgt. Gibbs' Super Rail Gunner, a half-dozen Assault Gunners and three Repair Turrets. Normally this would be a suitable combat force, but without the Heavy Hitters and Construction Droids it becomes something much less effective.
The Transport *looks* like it could be repaired, and if time were on their side they *could* have restored it to working order -- but the forces that brought them down are already converging on their location, as they are being helped by the Scavengers at a nearby base. The player must withdraw to a safe location immediately, and abandon the Transport, or be destroyed.
This should prove to be an interesting and (hopefully) pleasant departure from the Warzone 2100 of old. There is a tactics set that will allow you to succeed, but simply "rushing" the Scavengers will only get you killed.
The idea here is for the player to come up with the solutions in their own way. Each mission, and in some cases, even the individual bases will require a different approach. Not as a lesson in frustration, but rather to show more versatility and variety with your enemy.
Likewise the player will be forced at times to "hide" and to "run and gun". Mission 4 (for example) will require the player to "do as NEXUS would do". We're telling a story all the while.
I believe that Campaign 4 is, and will be, a fitting tribute and continuation of what Pumpkin Studios gave us all those years ago. This Campaign is dedicated to them - and I sincerely hope that the ex-Pumpkins, wherever they are now, and whatever role they played in making Warzone 2100, find it worthy as well.
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PROJECT STATUS:
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(19/9/2011)
- Missions 1-4 and 6 have scripts (alpha quality -- lots of little issues left to fix). Plan is to go over them with a fine-toothed comb once they're all "roughed out" to make them at least Beta quality.
- Mapping is at the bugfix and aesthetics phase.
- Custom audio needs to be finished.
[EDIT: Grammar. ]
[EDIT 2: Updated.]
[EDIT 3: Updated.]
[EDIT 4: Updated.]
[EDIT 5: Added Status section.]