Red Alert: Halkeginia (C&C Red Alert 3: Uprising/ZnT)

--Tutorial Part 2--

You are Michael Wilson. While you have no familial connection to the president Woodrow Wilson, you've played Metal Wolf Chaos before and understand where the jokes that your otaku friends toss at you came from. Quite frankly, you thought it would actually be rather nice to just cut loose and be as hammy as possible, but in a normal, ordinary, boring life, there's really no situations that ever call for you to yell that loudly about america, freedom, democracy, capitalism, and/or all of them at once. This situation though, is far from ordinary. It also helps that you have now identified the nationality of the MCV as from the Allied Nations. Seeing as most of the units from Red Alert 3: Uprising are mainly British, Canadian, and American, this is the perfect opportunity to act like your namesake if you so wish to. After all, this is the world of ZnT. That means there's monarchies, dogmatic theocracies, and authoritarian empires as far as the eye can see and then some, and not a trace of democracy, capitalism, and freedom to be found even in the darkest pits.

[Allied Tech Tree locked in]
[Items recieved: one(1) voucher redeemable at the online store]

Even if you don't want to be that camp and hammy, it is the perfect time for you to start a revolution or carve out a little nation of your own, either a fiefdom like everyone else in this world. Other than the locals, there's almost nobody else who can stop you.

[Alert: A new player has arrived]
[Name: Shiro]
[Gender: Hideyoshi]
[General appearance:
]
[Faction: Empire of the Rising Sun]

[Alert: A new player has arrived]
[Name: Katyusha Cherdenko]
[Gender: Female]
[General appearance:
]
[Faction: Soviet Union]

Well, this should be interesting. You have no idea what is going on, only that there are other people as well. You only know their appearances and none of what their aims are. You have no idea if they are even going to be hostile or not.
None the less, you need to deal with what you have available to you right now, though there is another thing that could make things easier for you now.

[New research options are available. Once you have the proper facilities, you may begin researching new technology.]
[Personal actions now available]
[Construction options are now available]

One personal action has been made available to you:
[] Explore the MCV, see what it has and what it can do.
[] Fire up the MCV's engine. You were pretty decent at driving. Let's see what this bad boy can do.
[] Explore outside, get the lay of the land. (find out suitable construction sites)
[] Boot up the terminal and get on to the Multi-net. (access the store for the first time)
[] Write in.
 
[x] Explore the MCV, see what it has and what it can do.
Because knowing what we have is important.
Especially how much money we start with.

Also, does this thing have a minimap yet? In THWNAF by Trent, he said they used UAVs to map the local area. I want to know if we should be concerned about a nearby village.
 
[X] Fire up the MCV's engine. You were pretty decent at driving. Let's see what this bad boy can do.

Never hurts to have it turned on if you need it to move quickly.
 
[X] Explore outside, get the lay of the land. (find out suitable construction sites)

Knowing the lay of the land is pretty helpful. For starters, which country are we even in determines our focus and dangers.
 
[X] Explore outside, get the lay of the land. (find out suitable construction sites)
 
Well, there's a tie so I really can't write one. So, no update.

Also, I've actually been playing out those two NPCs on google docs. If you completely screw up this and manage to die to a bunch of medieval wackjobs, you can take control of one of the other remaining players.
 
[X] Boot up the terminal and get on to the Multi-net. (access the store for the first time)
 
[X] Boot up the terminal and get on to the Multi-net. (access the store for the first time)
 
[x] Explore the MCV, see what it has and what it can do.
-[X] Check if there is any armor or weapons for when you go outside.
 
--Tutorial part 3--
[X] Explore the MCV, see what it has and what it can do.

You decide to explore the MCV. It's going to be your home for the foreseeable future after all, unless of course you want to move into one of the structures you build, but that's just silly. A quick search around the command deck of the MCV shows a bunch of computers showing . . . things that you're not trained in, and BROB has not seen fit to teach you how to use them. Pity. Oh well, it's probably going to resolve itself in the future so you promptly put it out of your mind.
Annoyingly, the command deck is supposed to have windows that give a good view of the surrounding area but this area apparently has some decently large trees. The leafy canopy comes up to almost exactly the height of the windows. At the back of the command deck overlooking the rest of the work stations is the command couch and command console. Luckily for you, it's leather, the good kind too. Say what you want about capitalism but you have to admit that while while the price is higher, the quality and the comfort is definitely better. The command console is also attached to the command couch. Right now it's blank but you know how to operate it.

Right. Off to explore the rest of the MCV.

A little tour later and you find some interesting tidbits. It's not much, but considering the MCV is mostly transforming systems and industrial equipment, there's actually quite a bit.
1) For the moment, the command couch is also going to have to double as the Commander's (your) bed, seeing as there's nothing remotely close to sleeping quarters in the MCV. Well, there's always the floor if you're feeling that way, but it's hard metal and you're not feeling particularly masochistic at the moment.

2) There's a small scale human fabricator built into the MCV for you to start off with. At the moment it's turned off, but it can out out about 5. There's already a batch ready to be decanted but you have not done so at the moment. An interesting side note is that there are 3 females and 2 males among the initial batch.

3) There's about 10,000 ore stowed away in the MCV's ore bins for now. It should be just enough to set up a sort of small base and a few units. Apparently according to a little sticky note stuck to one of the ore bins, infantry are bought in batches of 10 rather than as individual units but it only applies to infantry, so while 200 Ore will get you 10 peacekeepers, 950 ore will only get you one guardian tank.

4) There's a food dispenser onboard and it should last you a few weeks, but it at the moment, it only dispenses nutrient sludge. Yuck.

With that done, a little niggling voice tells you to get to the command deck of the MCV, so you do so and sit in the command chair.

Suddenly, your command console comes to life and a voice announces something in a pleasantly calm tone and with an English accent. A little info tidbit pops into your brain telling you that it's coming directly from your Quantum Neural Implant that's comforting, and disturbing.

[Chronosphere activation detected. Co-commander teleporting in]

The command console lights up showing a sort of satellite map that is blacked out with the exception of a small spot in the center which shows a bird's eye view of your MCV. There's also a light area up near the top which shows a chronosphere teleporting in a green MCV. As soon as it lands, it begins it's unpacking. A small window appears to the side of the minimap and shows an image of who you contacted you.



"There you are commander." He says. "We originally sent a battlegroup to look for you but they couldn't find you. According to the log, it looks like you arrived just as they were taking down the beacon and that's why they didn't find you. Unfortunately, it'll be a while before we can send you any reinforcements. What can I say? Bureaucracy. So, how're you settling in? Find anything interesting?"

You're not sure what to think about this but you tell him anyway that you're mostly fine and you idly note that you found a human fabricator with only 5 bodies in your MCV. His eyebrows raise in surprise when he hears that.

"Wow. You got one of those huh? Your MCV has a special model that is able to make sub-commanders. They're a bit smarter than what you usually get out of a regular human fabricator and they have the command authorization to run an MCV. Most in the field are limited to five subcommanders and the fabricator breaks after a certain period of time, but you're still under the time, and I've got the command codes to keep it running. I'll send it now."

[MCV cap lifted. You may now construct more than five MCVs from the armor facility or shipyard]

"Here's some of the startup that they sent me here with. I'll transfer it over."

[The three different factions do many things differently, one of which is the management of resources. The Soviets transfer resources manually using convoys of specialized high capacity trucks. This means that while they have a lag time between shipments, the shipment has a much higher capacity than either of the other factions.]

[The Japanese have extremely limited teleportation that is different from the Allies and requires an extremely complicated, expensive and bulky beacon. While this allows instant movement of any amount of materials, it limits it to only to the beacon inside the MCV and transport from the MCV to any other site is handled manually.]

[The allies rely extensively on chronosphere technology. This allows quick movement of materials to any location but the amount of materials that can be transferred at any time is limited.]

[10,000 ore recieved.]

"There, that should give you enough to set up something nice. I'll be your co-commander for a while until they call me back so, let's get you learning the ropes while we can."

You now have two things to decide. You can either set up the MCV here, or you can fire up the engine and head for pastures greener. The next thing is to ask if he can provide some intel on the area and how much you actually want to know. The more you know, the more you might find yourself looking for trouble but alternately, the less you know, the less prepared you might be if trouble finds you.

[] Transform
[] Roll out!
[] Write in?

[] Give me everything.
[] Just give me some geographical data.
[] Write in.

You wanna start some small talk with your co-commander?
[] Yes?
[] No?
[] Maybe?
[] Write in?
 
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[X] Transform and set up a small base that can build scouts quickly. Barracks and maybe a airbase to send to find resources as soon as possible. With your chronosphere economy you can set up Refineries far away without logistical issues so only reason another place would be better than your current location would be defensibilty.

It is not worth the productio time lost to move the MCV now. We can build our base and when we find a better spot we can build Subcommander MCVs to set up shop there. Hopefully we have a Chronosphere up by that time as I don't want to know how long it would take the slow MCV on natural terrain with all its obstacles to get there.

[X] Give me everything commander. I have lot to learn and only a limited amount of time for you to teach me.

[X] Maybe chat a little. At least give your name and find out his.
 
Note that we have no idea about available ore, threats or suitable terrain nearby. Get the lay of the land first before committing possibly irreplaceable ore.
 
[X] Roll out!

It seems our co-commander is setting up a base here so let them hold here while we advance.

[X] Give me everything.

Knowledge can be power.

[X] Yes?

Lets get to know who is guarding our back.
 
Note that we have no idea about available ore, threats or suitable terrain nearby. Get the lay of the land first before committing possibly irreplaceable ore.
The MCV is so slow we can't really cover much ground.

We can scout a larger area much faster having multiple scouts from the barracks and planes. With the nature of Allied economy and logistics it doesn't matter where the Construction Yard and any other structure is placed cause they get the same ammount of ore at the same rate irrespective of distance.

If we were the Soviets or the Empire we would have required to have a MCV near ore gathering sites. We only need to place a Refinery.
 
Actually, even for the Allied ore truck, doesn't it have to drive to the ore site manually first? The Chronominer halves the travel time. It doesn't eliminate it.
 
Actually, even for the Allied ore truck, doesn't it have to drive to the ore site manually first? The Chronominer halves the travel time. It doesn't eliminate it.
It doesn't need to be constructed close to the base that has the MCV. We can set up the Refinery near ore deposits. Processed ore then is tranfered to the MCV from it.

The ore truck only has to move a short distance from the Refinery.
 
[X] Transform and set up a small base that can build scouts quickly. Barracks and maybe a airbase to send to find resources as soon as possible. With your chronosphere economy you can set up Refineries far away without logistical issues so only reason another place would be better than your current location would be defensibilty.

[X] Give me everything commander. I have lot to learn and only a limited amount of time for you to teach me.

[X] Yes?
 
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