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Killzone: Warzone (RA2/YR)
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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Wed Mar 04, 2009 2:07 am    Post subject:  Killzone: Warzone (RA2/YR)
Subject description: Under Way
Reply with quote  Mark this post and the followings unread

KILLZONE: WARZONE

History

TERRAN ERA
This era marks the last days of the Earth as humanity's sole home.

- 2055 - Down hill
A shortage of oil triggers a global meltdown as nations fight for control of scarce resources. What starts as a limited strategic release of nuclear weapons snowballs into a bitter exchange of warheads aimed at civilian population centers. When the dust clears it becomes evident that a new way will have to be found to survive and to secure the raw materials needed for society to continue.



- 2060 - 2090 - The Extrasolar Colonization Plan
With the natural resources of the planet all but tapped out, and the continued survival of the human race at stake, it's deemed necessary to begin colonizing other planets.

The decision to begin colonizing other planets and moons which can support life is made. A coalition is formed of the richest Earth world companies and governments, and called the UCN, or United Colonial Nations. They begin planning for their future.

In order to colonize the outlying planets, Earth has a number of things to do. These include:

* Taking the time to identify planets ideal for colonization
* Developing space propulsion technology to travel near light speeds in order to reach the planets
* Developing cryotechnology ('Ice-Nod', to send the crew/passenger into deep sleep for the duration of the journey to the target planets
* Building the fleet of deep-spacecraft
* Traveling to the planets
* Building the infrastructure of society on the newly colonized planet

o Transport network - roads/rail/tunnels
o Energy creation and distribution
o Communications networks
o Housing/shelter
o Manufacturing plants
o Water and waste management

The process of building and deploying ships will take upwards of 30 years.



As it's in the UCN's best interest to support privatization for the sake of finance, they also allow other companies/governments to fund their own colonization projects, but under the strictures of the global (UCN) owners. Some immensely wealthy companies are also able to finance their own colonization, among them the Helghan Corporation, which has made its sizable fortune in energy and industrial refinement.

The global governments issue licenses to pursue colonization projects under strict criteria. Violation of these rules is considered a very serious infraction, warranting economic penalty. Continued infractions, depending on the circumstance, could result in anything from stiffer penalties, economic sanctions, and finally expulsion from the UCN to military action as a last resort.

- 2095 - 2110 - Exploration
The colony ships begin to leave Earth, bound for various planets within the Terran solar system.

As colonization is still in its infancy, the UCN has not yet managed a way to skillfully deal with the massive amounts of administration necessary to deal with all these new colonies on top of their own significant requirements as a newly minted agency. They are, in a word, swamped. They rely on stiff economic penalties and overwhelming military force to keep the colonies and habitats in line.



- UCN Defense Force
The UCN retains a defense force levied from volunteers all across the colonies. Although many colonies still retain their own armed forces, the UCN Defense Force is widely recognized to have the highest tech and best trained troops. What they don't have is a lot of them. The UCN Defense Force is conceived as a temporary solution at best.



- 2111 - The UCN Survey of Alpha Centauri System
The first ships, having left ten years ago, begin to arrive in the Alpha Centauri system. The system is a 'hub' system between Earth and the outlying proposed colony sites and thus will come to hold great significance in the years to follow. Initially two worlds are pinpointed for colonization: a rocky world around Alpha Centauri A, and a lush Eden planet around Alpha Centauri B.



The UCN reserves the colonization rights of Alpha Centauri to itself - not opening them up for competitive bidding, according to its charter responsibilities.

- 2113 - Inauguration of the UCA (United Colonial Army)
The UCN Defense Force is dissolved due to allegations of incompetence, corruption and bureaucratic inefficiency. Part of this deal is the formation of the United Colonial Army, now the only legally permitted military force on Earth and her stellar dominions. The UCA Navy is the first service branch formed.

- 2116 - The Omen
A cluster of six colony ships, Archon, Triumph, Pacifica, Jericho, Seraph, and Harbinger, completely drop off the tracking imager during a particularly intense solar flare. Contact cannot be re-established with them. The last transmissions from the ships seem to indicate a catastrophic systems failure. At the time, all hands are presumed lost.



The loss of the colony ships is a significant financial hit for the UCN. They simply cannot afford to fund another interstellar colonization effort of the same size, and the chances of a smaller colony failing are too high. In a mood of desperation, the UCN opens the bidding on the settlement rights for the Alpha Centauri system. After a highly competitive bidding process they are won by the Helghan Corporation. The post-bidding news is full of allegations of vote fixing and bribery - and much is made of the fact that the Helghan Corporation has a fleet of colony ships almost completed - but nothing is proven. Key to the success of the Helghan bid is underwriting and credit from the IBG (Interplanetary Banking Guild) in return for some 10% of colonial profits once the colony is established.

- 2118 - 2127 - The Helghan Journey to Alpha Centauri
The journey is difficult at best, and although the 'Ice-Nod' chambers work well they do not work perfectly. 2% of the total Helghan population expires en route. Upon reaching the nearer planet, dubbed Helghan, there is some dismay as scientists realize that life here will be hard. Despite enormous free-energy resources, the eco-system on Helghan is extremely poor. A prefabricated space station is left in orbit around Helghan, staffed with volunteers who stay to seed the surface with automated refineries and power generators. The rest of the ships take a chance on their dwindling resources and push on to the second planet - which they name Vekta, after Helghan Corporation CEO Philip Vekta.



EARLY VEKTAN ERA
This era marks the early days of the colonies of Alpha-Centauri. The planets are settled, the infrastructure established and slowly things are built up. This period ends at the beginning of the great boom on Vekta.

- 2129 - The Settlement of Vekta
The first ships arrive on Vekta. Roughly 12 colonies are founded during the years 2129 to 2140. Vekta, roughly Earth-sized, is an agrarian and idyllic world, full of natural splendor and lushly forested; an Eden. Agricultural produce skyrockets on Vekta, and the colony quickly becomes able to feed itself.



- 2133 - Settlement of the Altair System
The planetary colony of Gyre is founded in the adjacent Altair system. Gyre is largely ocean, smaller than Vekta and colder, with millions of tiny islands dotting the surface.

- Inauguration of the ISA
As the first colonies get underway, the UCA discovers that communications do not allow it to efficiently manage colonial defense from a central headquarters. To combat inefficiency, the UCN creates the Interplanetary Strategic Alliance - a concept which allows systems of varying degrees of integration to enjoy membership of a unified defense alliance. The UCN provides backup, training and equipment whilst the local colonial administration provides funds and men. ISA duties are to include revenue gathering, policing and local defense. The local ISA Commands are subordinate directly to the civilians of the UCN and not under the military command of the UCA. All ISA Commands are completely independent of each other, their strength and budget determined solely by the funds the local authority provides.

ISA Altair and ISA Alpha Centauri are among the first ISA Commands created.



- 2135 - Colonization of Vekta is Secured
Despite some very rough early years (and numerous occasions when the colony was almost wiped out) the initial Helghan settlers have managed to make the Vektan colony secure. In addition, their space station around the planet of Helghan is perfectly positioned to service ships that pass through Alpha Centauri on course Earth and the new colonies. Starships come here to be supplied, maintained and refueled. Tankers begin to ply the routes between their homeworlds and Helghan, bringing vital energy resources that command top prices. The money starts to roll in, offsetting the need to import comforts, medical supplies and food to the space station.



- 2138 - Establishment of Helghan Protectorate
Communications technology improves to the point where real-time communications are possible between Helghan and Vekta. The government on Vekta establishes the Helghan Protectorate, whereby both worlds are administered from Vekta. Helghan taxes and energy are now pouring directly into the Vektan market without going through the ISA, whilst Vekta provides Helghan with a wider, healthier variety of foodstuffs and luxuries. Employment is at 95% and morale skyrockets on both worlds. A new emblem is created to symbolize the mutually dependent relationship between Helghan and Vekta: three interlinked arms, labeled Peace, Justice and Freedom.

The Helghan Protectorate forms the first legally recognized militia service that is not a direct part of the ISA or UCN/UCA chain of command. They are small and lightly armed, performing only customs, police and ceremonial duties. Nevertheless, the ISA views them as something of a challenge and threat and imposes strict limitations on their size and equipment. In addition, all officers of the Helghan Militia are to be provided by the ISA.

- 2149 - Infrastructure of Helghan is Completed
Much of the infrastructure of industry has been laid by now, from turbines to the massive processing facilities in the Helghan wastes. The Helghan Corporation is in possession of vast sums of money and power, earned by selling energy to the passing colony ships, the newly established colonies, and Earth itself. Their presence on Earth has become minimal, with most of their assets and offices located on Vekta.



- 2152 - Inauguration of the Helghan Administration
Due to the increasing complexity of managing the colonies on Helghan and Vekta, the Helghan Corporation decides to set itself up as a civil administration. This expanded charter allows it to take over all local administration duties from the ISA, levy taxes against the entire population, and reorganize all social services. However, they are still bound by strict ISA regulations on ship construction, orbital industries, and the establishment of new colonies on their worlds.

- 2155 - The Helghan/Vektan Purchase
The Helghan government turns in a significant tax-surplus in each budget, stockpiling the money in case of disaster. By 2155, this stockpile has gotten so big that the Helghan Administration makes an offer to the ISA to purchase the Alpha-Centauri system outright. This will allow them to avoid sending their yearly tithe to Earth in favor of a fee-paying system for individual services, such as support of the local ISA Command.

The UCN, which would normally have rejected the offer, is suffering from a shortage of funds. Other colonial endeavors are costing them heavily. The idea of getting a big cash payout up front, followed by negotiable fees - with no requirement for the UCN to underwrite any colonial costs - is too attractive to refuse. The UCN Senate votes to go forward with the Helghan/Vektan purchase by a majority.



PLATINUM ERA
This era marks the heights of Vektan/Helghan civilization - before the dark days of the coming war.

- 2156 - 2190 - The Platinum Age
Free to tax and invest in their colonies as they wish, a period of runaway economic and industrial growth grips the Helghan Administration's two worlds. The automated refineries on Helghan are expanded and developed; the orbital shipyard becomes the largest orbital structure outside the Terran system.

The Helghan system is a 'hub' system that connects Earth to her colonies - every ship MUST travel through it to get anywhere. The Helghan Administration begins to charge each ship for the privilege. Allegedly a fee for traffic control, customs, search and rescue and other such services, it is actually a thinly disguised tariff upon all trade in space. Helghan-based ships are granted a 'residence permit' that frees them from many charges, encouraging some shipping companies to relocate.

- 2198 - Tensions
The UCN grows concerned at the increasing domination that Helghan exerts over star travel and space trade, areas which were traditionally under UCN control. They also become frustrated that the Helghan are creating vast wealth off the backs of colonial endeavors that the UCN itself has underwritten. In response, it levies stricter controls and tariffs on all space traffic, and taxes the colonies more heavily than ever before. The money is used to expand the UCA, with the UCA Navy receiving the bulk of the new budget. For the first time the UCA Navy develops large scale troop transports and 'Heavy Cruisers' - warships principally designed to smash the ISA fleets of the outer colonies and invade them by force.



As part of these new regulations, several privileges granted to the Helghan Administration as part of the Helghan/Vektan Purchase are rescinded; specifically, the right to a large home fleet and tariffs on shipping. The Helghan Administration refuses, but does agree to high-level talks on a compromise solution. Back home, however, the wealthy people of Vekta and the powerful companies in orbit around Helghan pressure the Helghan Administration not to budge on the issues of tariffs or self-defense.

- 2199 - The Secession
Despite multiple attempts to negotiate a settlement, the talks between the Helghan Administration and Earth fail to bring a mutually satisfactory resolution. Earth flat out demands compliance from the Helghan Administration, and the Helghan Administration responds by formally seceding from the UCN, declaring itself an independent colony.

The UCN considers retaliation by slamming an embargo on all trade with Helghan, but this is deemed to be counterproductive. The Helghan could simply prevent trade ships from reaching Earth, in the knowledge that Earth cannot survive for any length of time without colonial resources. The decision is made to send a powerful UCA Navy fleet to the Helghan system, to seize control of the navigation points between the Colonies and Earth. Protecting the flow of colonial trade to Earth would also allow a blockade of Helghan by the UCN, and bring this matter to resolution.



FIRST EXTRASOLAR WAR
This marks the lowest ebb of Vektan/Helghan civilization - the system makes a bold stand for freedom and fails. War comes to Alpha Centauri.

- 2200 - The Helghan Police Action
As the situation worsens, the Helghan Administration attempts to first co-opt and then expel all ISA forces from Vekta and Helghan. The ISA Marines and Navy respond with lethal force, and a number of skirmishes erupt on and around the two colony worlds. Despite their overwhelming numeric superiority, Helghan troops are underequipped, poorly trained and inexperienced, allowing many ISA forces to escape the initial fighting. The experienced ISA troops and ships scatter to conduct hit-and-run operations from hidden bases.



- 2201 - The First Extrasolar War
The UCA Navy fleet dispatched in 2199 arrives at the Helghan system, hooking up with the local ISA ships and quickly moving to secure the navigational points. The main force of the fleet heads to the planet of Helghan for a blockade, but the massed custom fleets of the Helghan Administration attempt to prevent this by engaging the UCA Navy fleet in battle.

The UCA Navy Cruisers prove to be untouchable by the much smaller Helghan vessels. The fleet action is a massacre, with almost the entire Helghan fleet being destroyed or disabled. During the fighting, however, the massive orbital structure is destroyed under mysterious circumstances.



The UCA claim that the Helghan aboard the station fled to the planet below and sabotaged it to prevent it from falling into UCA hands. The Helghan Administration claim that the UCA fired on the station deliberately. The true story never emerges, but as a result of this incident the Helghan Authority declares war on the UCN.

The UCA Navy fleet decides that dropping directly onto Helghan would be a waste of resources and lives. Leaving a picket fleet to watch the planet, they push on to Vekta.

- 2202 - The End of the First Extrasolar War
The combined ISA and UCA Navy fleet arrives around Vekta and quickly subdues the remnants of the Helghan Customs Service in orbit. Initially the Helghan Administration threatens to fight to the last man, but after a demonstration of orbital bombardment they quickly yield to the inevitable. The Helghan Administration is shut down; all senior civil servants are arrested, as are any executives of the Helghan Corporation. Many escape into hiding.



When a courier ship returns from Alpha Centauri with the news, the UCN Senate debates the matter. Eventually, it determines that the Helghan are too unruly to ever settle comfortably within the UCN. They also decide that the ISA needs a colony nearby, to keep an eye on the Helghan and stop them from causing trouble in the future. A decision that is little more than outright theft dressed up as diplomacy is drafted, and a broken Helghan Administration can do little more than rubberstamp it. The local ISA takes over administration of Vekta. New colony ships of loyal UCN civilians start to be sent from Earth to expand the Vektan Colony.

The harsh consequences of rebellion are not lost on the other colonies. The UCN's right to regulate and tax space shipping is never challenged again.

- 2202 - 2204 - The Resistance
Helghan extremists begin a terrorist campaign in an attempt to make the occupation of Vekta too expensive for the ISA. Although the majority of Vektan-based Helghans simply want to live out their lives peacefully, sufficient numbers of the local populace assist the guerrilla movement to enable it to flourish. Bombings, ambushes and shootings against the UCN minority become more common. Vekta is no longer an innocent paradise.



EARLY HELGHAN ERA
The loyalist Helghan peoples leave Vekta on a trek to the harsh and unforgiving world of Helghan. Long seen as a chemical and mineral storehouse, now Helghan must be tamed - but it changes the Helghan as much as they change it - if not more. This era covers the early days on Helghan.

- 2204 - 2210 - The Exodus
The ISA Governor General of Vekta responds to the growing terrorism by clamping down harder and harder on the local Helghan population. Finally, in desperation, many prominent Helghan families pool their wealth to purchase the old colonizing ships and get them space worthy again. The community appoints a representative to speak with the ISA Governor and request permission for the Helghan to resettle on the planet of Helghan - joining those few souls who escaped there from the transfer station. The ISA Governor agrees and the Helghan exodus begins, shuttling millions of disaffected Helghan from Vekta to the growing Helghan colonies.



Neither the ISA nor the UCN want to foot the bill for establishing this colony, preferring to leave the Helghan to either survive or die on their own merits. In order to legitimize the operation, the UCN formally recognizes the Helghan Administration as a sovereign nation and declares the planet of Helghan to be their territory in perpetuity - subject to ISA blockades and restrictions until diplomatic relations are normalized.

- 2215 - 2220 - The Surface of Helghan Formally Settled
The bleak existence on Helghan is a far cry from the paradise of Vekta. Initial casualties due to illness, storm damage and starvation are very high. Within ten years, though, the death rate subsides as the Helghan begin to adapt to their surroundings. Slowly, a civilization arises from the refugee camps, and token industry and food production starts again.



- 2220 - Hardships
In 2220 the heads of the various refugee camps come together for the first time to reform the Helghan Administration. 90% of the refugee camps agree to collectivize their resources and labor, in order to cooperate in the rebuilding of their civilization.

Disturbing medical problems are found to be common throughout the colony – high gravity, exotic radiation and storms have serious effects on the longevity of the human being. Medical support from the ISA is non-existent, and indigenous facilities are too primitive. The wearing of masks for those who work in the outdoors becomes mandatory. Mask wearing becomes the sign of having a working class profession. Even with masks, 'lung burn' (as the settlers call it) becomes the primary cause of death in Helghan over the age of thirty.



On a positive note, however, vast mineral resources are discovered by the settlers. Mining fast becomes one of the more common jobs on Helghan.

- 2223 - Helghan Approached by the ICSA
As the colony on Helghan begins to reform the Helghan Administration and secure the basic infrastructure and facilities needed for life, the ICSA (Independent Colonial Strategic Alliance) approaches them offering membership and support. The ICSA is an unaligned version of the ISA, created to allow worlds that decide to go it alone have some sort of support. Despite the ICSA making few demands and offering much help, the Helghan are now paranoid of outside influences and strongly decline the offer.



- 2223 - 2305 - The Early Helghan Era
ISA trade sanctions force the Helghan to trade on unfavorable terms for over a decade, and initial growth of wealth is slow despite the unexpected addition of a trade in minerals. Life is short, hard and painful for the majority of Helghan, as they fight to cope with poor nutrition, poor environment and grueling work conditions and practices. Frequent austerity drives and a Spartan approach to existence allow the Helghan to survive (and even profit) under these harsh conditions, but the more things improve, the more the Helghan become angry at the restrictions imposed upon them by the ISA and meekly accepted by the cowed Helghan Authority.

- 2304 - Construction of the ISA Defense Networks Begins
Several of the richer ISA forces begin construction of elaborate orbital defense facilities in favor of maintaining an extensive fleet. The Vektan ISA High Command decides to stand down the blockade of Helghan in favor of a smaller customs fleet and its own orbital defense network around Vekta.



- 2305 - The Inheritors
The third generation of indigenous Helghan are beginning to be born. Helped along by basic genetic conditioning and the harsh environment, they are more suited to the heavy gravity. They also feature lungs that are more efficient against the pollutants on Helghan, and cells that are more resistant to the high radiation levels.



- 2307 - The Birth of Scolar Visari
The man who would one day be Autarch is born to a wealthy family of diehard Helghan nationalists. Rumored to be descended from one of the original Helghan Directors, Scolar Visari shows great early promise as a thinker and leader.



- 2330 - 2350 - The Great Depression
Vekta's monopoly of the Helghan trade allows them to develop great wealth, at the expense of reinvestment on Helghan. As the Helghan population increases, more and more of their own wealth is diverted to the feeding and protection of their civilians. This leads to a series of industrial accidents, where expensive machinery is not serviced sufficiently to cope with the harsh Helghan conditions. The resulting downtime that occurs while Helghan pays for the servicing and replacement of its old machinery causes a severe economic downturn that lasts almost 20 years.

Helghan economists blame the depression on greedy Vektan exploiters. Vekta has its own troubles with the collapse of the lucrative black-market trade in Helghan minerals and can spare no resources for a relief effort.

For the first time since 2220, citizens of Helghan die of starvation in the cities.



HELGHAST ERA
The tough conditions finally spawn social and economic change. Forced to adapt to a situation so tough that mere humans could never survive it, a charismatic new leader pronounces the birth of the Helghast people: a people no longer human, with a bold drive and vision to succeed.

- 2340 - 2347 The Rise of Visari
With the economy in the abyss and Helghan morale below that, a singular and remarkable figure rises to prominence: Scolar Visari I, the eventual self-proclaimed Autarch of Helghan. Visari's ideology is simple and compelling: the Helghan people had once come here as humans, but they are humans no longer. They are different, changed. Changed cosmetically in their travels, changed physically by their residence on the alien planet of Helghan, changed spiritually by the hardships they've endured in every circumstance. The government that has brought them to this end could only give them structure; it could not give them life, could not give them a reason to go on, and could not fully express the magnitude of the transformation. The world has changed us, Visari claims, and now it is our turn to change the world.

Visari's oratorical skill and magnetic personality draws many of the disaffected public to his cause. It spreads among them like wildfire and galvanizes them in a single recognition: that they are one people, one nation, united against all aggressors. More significantly, perhaps, Visari is the first to give voice to what will later become the keystone of the Helghast agenda: their identity as an entirely new and entirely superior race – the 'extra-human' race. He goes on to preach the militaristic, absolutist values that will become the trademark of the Helghast. More importantly, he transforms the value of mask-wearing – once a badge of low station – and makes it integral to the Helghan identity. There is nothing shameful in its history, Visari tells the people. It is testament to their fortitude to wear the mask. And the Helghan rally around him, rich and poor alike.

- 2347 - Birth of the Helghast
Visari coins the term Helghast in a public speech. Its purported origin is from the Old English word, gast, meaning spirit, or ghost, connoting great fear. Visari states that they are no longer what they once were. Where they were once human and spiritless, their generations on Helghan, their sufferings; these have forged them into a new race, the only truly 'living' race. Whatever the etymology, the name sticks.



Feigning an attempt on his life to garner public support, Visari leads a military coup backed by a popular uprising to assume the title of Autarch. He seizes unrestricted power from the Helghan Administration and begs the army for 10 years of unchallenged authority to reforge the Helghast into a true independent power. As part of his plan, Visari begins a major enlargement of the Helghast Military. A secondary aspect of the Helghast revolution is a cultural evolution, led personally by Visari to change the face of Helghan society. Visari bans the use of written English in 2349, devising a new Helghast alphabet to be used in its place. Plans for an entirely new Helghast language are never fully implemented due to the logistical difficulties, but the ideal of this linguistic separation remain dear to Visari. As a final touch, the old Helghan banner is dropped in favor of a simpler, starker and more dynamic logo. The Helghast Triad becomes the official banner of Helghan: three arrows representing Duty, Obedience and Loyalty signal the new values that Helghast society is based upon.

- 2350 - The New Helghan Economy
Starting with low level smuggling operations but gradually building up in scale, the Helghast begin breaking the ISA embargo of their world to trade directly to black-market suppliers. At first the trade is exclusively to the Vektan energy market, but slowly Visari encourages off-world agents to source their power from Helghan. The whittled down ISA fleet is powerless to do more than put a dent in the trade, and some factions on Vekta question whether the Helghan blockade is even needed at this point. The Helghast rebuild their transfer station, albeit on a more modest scale than before, and trade really starts to take off. The depression officially ends when the Helghast secure a contract with the ICSA for energy and materials. The deal is mutually beneficial, and both parties gain immensely from it.

The ISA governor does not increase funding to the ISA Navy, making the issue of containment a moot point.

- 2356 - The Second Defense Platform Begins Construction
Concerned by the Helghast military build up in progress, the ISA Governor orders the construction of an additional orbital defense platform to complement the 52 year old defense network already in place. ISA General Stuart Adams is appointed the military commander of the network.

SECOND EXTRASOLAR WAR
Swollen with pride and new strength the Helghast embark on a bold plan of conquest to rejoin the two halves of the Alpha Centauri system and rebuild their great empire. Their gamble fails and their armies on Vekta are defeated, leading to their worst nightmare: the invasion of Helghan itself. But does Visari have a trick up his sleeve?

- 2357 - Plans for Invasion

(The Start of Killzone 1)
Autarch Scolar Visari outlines his bold strategy for changing the face of governance in this system by returning to Vekta and seizing it again as a Helghast colony. Ignoring the many generations of UCN settlement under the ISA he inflames the passions of the Helghast for revenge. The Helghast High Command takes the bait and eagerly declares loyalty to Visari for the coming campaign, offering to make him Emperor if it succeeds.



Visari's plan is simple:

1. Utilize deep-cover agent ISA General Stuart Adams to neutralize the orbital defense platforms.
2. Utilize deep-cover agent ISA General Dwight Stratson to gain access to intelligence and lure the ISA troops out of the cities.
3. Mount an invasion of Vekta whilst the orbital defense platforms are down, under the command of General Joseph Lente.
4. Reactivate the defense platforms in time to defend Vekta against the inevitable support fleet sent by the UCA.
5. Declare the system to be under Helghast control and sue for peace with the UCN whilst the UCA is still reeling from the loss of its fleet.
6. Use the resources of Helghan and Vekta, as well as technology captured from the wrecked UCA Navy fleet, to build a Helghast fleet capable of defending the system from the UCA Navy.
7. Begin charging trade tariffs for passage through Helghast space to Earth again.
8. Blockade the Earth and strangle the UCN into submission.
9. Capture the UCN Navy shipyards and orbital defenses. Leave
Earth's population to starve to death. Build an enormous fleet and establish Helghast hegemony over all colonies.

- Early August 2357 - The Second Extrasolar War is Declared
Visari's plan works like clockwork. Generals Adams and Stratson send word that their plans are in place. Visari sends most of his fleet after the ISA Navy, and a second fleet to invade Vekta.

Early warning is given by a UCA scouting force, but word doesn't reach the ISA in time to prevent the bloodbath in space. The UCN votes unanimously to dispatch a heavy fleet of UCA reinforcements to Vekta, to prevent the destabilization of that entire sector.

- Lat August 2357 - Lente Fails

( The End of Killzone 1)
The invasion incurs casualties on both sides. It is only with the help of four unlikely heroes, led by Jan Templar, that Vekta City does not fall. The Helghast have been thwarted but a sizable contingent is still present on Vekta. Lente is killed by his former chief of staff, Colonel Gregor Hakha, and the ground campaign is disrupted as a result. The ISA traitor who enabled the Helghast to invade Vekta, General Adams, is also killed when Templar and crew sabotage the orbital platform to prevent its ambush of the UCA fleet from Earth – which arrives in a timely fashion. General Stratson manages to keep his cover intact.

More story to come folks, all the content in this article belongs to Guerrilla Games. none of the story was written by me, neither were the illustrations done by me. everything in this article belongs to Guerrilla Games.

Last edited by SaneDisruption on Sat Mar 07, 2009 9:59 pm; edited 4 times in total

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omnipotent highness krlll
Cyborg Engineer


Joined: 15 Oct 2006

PostPosted: Wed Mar 04, 2009 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

WOW, you actually went through all the time to copy all those calendar events.

I was wondering when your mod was supposed to take place in the time line and now I figure it could be anywhere between being before to after killzone 2. And I haven't beat killzone 2 yet so I don't know how the story is after it. Either way I hope your mod comes out great.

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Wed Mar 04, 2009 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

#Tongue yeah it was worth it KZ2's story was very impressive, i'm actually thinking about it taking place on planet helghan during the events before the *spoiler alert* nuke strike on visari square. where you wont exactly follow the story line of the alpha squad, but you will be in control of them on some key events that will intertwine with the second story, who knows i may even combine the last events on planet vekta so the player can have a complete understanding on how the prior events took place "those who care atleast" anyway thank you for your support, see you on Warzone #Tongue

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Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Wed Mar 04, 2009 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

What platform is this? Yuri's Revenge?

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Awesome banner made by m-.. I mean AltomareXD!

MY MOOOOOOOOD!!!!!!11!!1!!1111!!!11!!!1

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Wed Mar 04, 2009 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah sorry i forgot to mention what engine it was for (whoops #Tongue) first post edited, it is indeed for RA2/YR sorry for the confusion

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Wed Mar 04, 2009 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wish you good luck. Wink Razz

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Mar 04, 2009 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this based on the Dutch game Killzone 1/2?

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omnipotent highness krlll
Cyborg Engineer


Joined: 15 Oct 2006

PostPosted: Wed Mar 04, 2009 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't worry about the spoiler, I did get that far. Are you going to combine the vehicles from the first game, the ones you already made. Because I think they were damn good. And I suspect that the second game doesn't have enough vehicles to fill an entire game.

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Wed Mar 04, 2009 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, i will be Smile dont worry i've got alot of things situated. i'll be posting a unit list shortly, all the vehicles in the mod will come from all the killzone titles. infantry will be coming from killzone 2 only. the only things i'm stuck on are the hero units, i think Colonel Radec may be a hero unit for the Helghast, but again i'm not sure what i will do. omni if you have any suggestions, feel free to post your ideas here. you've been a great help to me in the past, and i value your ideas. if you have an Windows Live Messenger Account feel free to add me so we can discuss these topics with the rest of my staff Smile

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Mar 04, 2009 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

This looks pretty cool.

Good luck saneDisruption.

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omnipotent highness krlll
Cyborg Engineer


Joined: 15 Oct 2006

PostPosted: Wed Mar 04, 2009 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well thanks for the kind words but I only hope I can be that helpful. And sorry I don't have any messenger thing, I don't do much online chatting.

As for hero units I couldn't really think of anything for the helghast so you might just have to make them up.
But I was wondering if you were going to use petricite or whatever it's called as the ore to mine? It's peculiar how similar it would work like blue tib. Although I know it's for RA2.

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Wed Mar 04, 2009 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep, exactly #Tongue Petrucite is going to be the ore, and i'm hoping to have a couple of good mobile weapon platforms using petrucite as a weapon. any other suggestoins from anyone who has played the Killzone series is welcome to comment. criticism is always appreciated. although there really isnt anything yet to criticize, unless you dont care for the story

Last edited by SaneDisruption on Thu Mar 05, 2009 8:17 pm; edited 1 time in total

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Mar 05, 2009 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

awesome, I'd love to help if possible, KZ2's gotta be one of the best games Very Happy

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Thu Mar 05, 2009 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

what are you capable of doing? i already have a 3D artist doing all the buildings, and a terrain artist. all i really need is a mapper. but that wont be for a long time, you can either post here on what you're capable of doing, or you can PM me and we can discuss it that way Wink

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Fri Mar 06, 2009 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

KILLZONE: WARZONE

Infantry

Helghast

- Assault Soldier -
The Assault Troopers are the archetypal Helghast rank and file, the black armored and mask wearing storm troopers that form the main body of every military action fought by the fearsome Helghast War machine.

Taken as an individual, the Assault Trooper is an excellent generalist. Each one is issued an StA-52 Assault Rifle, trained to work their way into cover within a decent range of an enemy. Foes caught out in the open will be attacked with withering hails of automatic fire from the assault rifle


- Grenadier -
Whenever it comes down to the bare and ugly essence of warfare, you'll need soldiers that aren't afraid to get their hands dirty. Fearless fighters with a wide variation of skills, who put themselves in the line of fire and get the job done without complaining. The flexible, yet rough cut Grenadier can be outfitted with an extremely powerful grenade launcher, and possesses both the attitude and the skills to be just the soldier you are looking for.


- Sniper -
It is said to keep your friends close, but your enemies even closer. Knowing your enemies' next move is essential for staying one step ahead and uncovering potential weak spots. This knowledge will give you a clear advantage during missions and could mean the difference between winning and losing. There's only one problem: Who has the skills to get close enough to an enemy that is armed to the teeth and just itching to kill anyone that comes across his crosshair? The Sniper has the answers.


- Heavy Soldier -
The Heavy Soldier is a slow-moving and heavily armored fighting machine. It is one of the latest additions to an already impressive arsenal of Helghast forces and is usually deployed individually to support Helghast ground troops.

With its heavy weaponry and extra-large posture, the Heavy Soldier acts almost like a one-man army. Using an automated and non-detachable StA-6 chaingun, the Heavy Soldier is able to rain down a hail of bullets on anyone that tries to come close. And with the protection offered by its reinforced full-body armor, the Heavy Soldier isn't afraid to engage the enemy head on either.


ISA

- Rifleman -
The basic infantry soldier of the ISA The rifleman is outfitted with standard issue body armor and simple combat fatigues, including a helmet. He uses a standard range of combat weaponry (like the M82 Rifle) that offer medium to long range suppressive fire.


- Rocketeer -
Designed to be a hard hitting fighting machine, the Rocketeer is outfitted with extra heavy armor, which is extremely hard to penetrate. This makes it tough to take the Rocketeer down and gives him an edge in many of the encounters he has with enemy forces. Equipped with missile launcher, this soldier was born to wreak havoc on unsuspecting vehicles.


- Medic -
Even the toughest soldiers can find themselves mortally wounded during heavy combat from time to time. And when that happens, there's usually too little time and too much fighting going on to be evacuated properly. Instead of becoming a casualty of war and a mere statistic, soldiers can only resort to their last lifeline: Medics. Medics specialize in front line trauma care, providing first aid and giving basic, yet vital life support to mortally wounded soldiers. Skills that could prove literally vital in any mission you'll find yourself on.


- Tactician -
Any experienced veteran can tell you that no matter how well you've planned a mission, the reality in the field is always unpredictable and will probably call for improvisation. So, when you suddenly find yourself pinned down by the enemy and cut off from reinforcements, your best bet is to have a Tactician on board, as his ability to call in air support could be the vital improvisation skill you need to get out of a high-risk situation.


infantry list is subject to change at any given time. criticism and comments welcome as always. if you have any ideas on infantry, post them. enjoy everyone

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Mar 08, 2009 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome.You could use those pictures as cameos.Still waiting for some ingames.



When I grow up I want to look like this. #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Mar 08, 2009 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Helghast guys look awesome. #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Mar 08, 2009 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

If only this game was on the pc, then it would be epic #Tongue

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Sun Mar 08, 2009 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it's a PS3 exclusive, which why I laugh at you all Very Happy

In all seriousness, this looks excellent - will you be drawing any aspects of gameplay from killzone 2? For example snipers having cloaking abilities?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Mar 08, 2009 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
If only this game was on the pc, then it would be epic #Tongue


This mod might act as a first-aid for that Razz

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Sun Mar 08, 2009 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

@dudeinabox - yes, all the infantry will have special abilities like in the multiplayer. snipers will still get cloaking abilities, while the tactician will call in for air support, though the air support wont be limited to a drone. they will get a full on artillery barrage from cruisers above the planet. all the other abilities i'm still thinking up, i want to give them all twists from their main abilities ingame, like i said if anyone has ideas on this who have played the game, post them here Smile even if you have not played the game, your ideas will be heard

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sun Mar 08, 2009 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Niiiiiice. Now I'm getting Killzone 2 for my XBox. #Tongue

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Mar 08, 2009 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do recomment,less talking ,more working.

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omnipotent highness krlll
Cyborg Engineer


Joined: 15 Oct 2006

PostPosted: Mon Mar 09, 2009 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Will the sniper only cloak when deployed, so it kind of stays with the way they only stay fully cloaked when standing still? I was just wondering because it may be a little over powered just like in killzone2.

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Mon Mar 09, 2009 3:51 am    Post subject: Reply with quote  Mark this post and the followings unread

actually that's a fantastic idea, i think i'll do that with the sniper, any other suggestions for infantry?

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Mar 09, 2009 5:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Scorched Earth wrote:
Niiiiiice. Now I'm getting Killzone 2 for my XBox. #Tongue

Sorry, that hardware is too inferior for such a great game Very Happy LOL
Seriously tho, this is gonna be good, tho what will the buildings look like?

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Mon Mar 09, 2009 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have to still develop the main building style for the helghast and ISA, though i do have the ISA buildings done in my head. but hopefully within the next few weeks we can see a line up of ISA or Helghast buildings, voxels are under way as well, just stay tuned ladies and gents. comments, ideas, criticism, it's all welcome

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Mon Mar 09, 2009 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as heroes go Radec would make a great hero for Helghast. ISA really don't have any notable figureheads so maybe instead you could use sev piloting the mechwalker #Tongue

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Mon Mar 09, 2009 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, Radec was my first thought as a hero, and the Exoskeleton (whom i didnt post yet) is kind of the equal to the helghast heavy soldier. but, it could work as a hero as well. instead of sev piloting it though... i may just have it be dropped in like a drop pod, or something, still have some thinking to do. thanks for the suggestion though, it's appreciated Very Happy

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Mar 09, 2009 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ehmm, Sane, I see you have many nice ideas, but I doubt you can do them all in the RA2/YR engine Neutral

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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Mon Mar 09, 2009 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Scorched Earth wrote:
Niiiiiice. Now I'm getting Killzone 2 for my XBox. #Tongue


But DIAB said before hand ...
Quote:
But it's a PS3 exclusive, which why I laugh at you all


xD Ahh the xbox 360 will never have a game as great as Killzone 2 #Tongue

Anyway this mod looks great i luv killzone 2 and having a killzone mod on RA2/YR will just be great Very Happy cant wait till its finished #Tongue

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Mon Mar 09, 2009 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

the drop pod function is simple, it will act as a paradrop, but the ship that will drop it is going to be a intergalactic starfighter that drops it off. it atm is looking sketchy, so i might just leave that out, but there's still some thinking to do like i said, suggestions, comments, criticism, it's all useful and necessary Smile

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ARustySpoon
Cyborg Soldier


Joined: 20 Sep 2008
Location: Calgary, AB

PostPosted: Mon Mar 09, 2009 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Man, if the PS3 wasn't so expensive I'd go out and buy one just for this game. I hate Microsoft. -_- This would be fun to play, and even funner to build hundreds of Helghan infantry to kill to blow up entire bases.

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Tue Mar 10, 2009 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

this is the helghast heavy tank, i dont have much of a description, as it is not in the actual game, just wanted to give you all a piece of the mod to look at, comments, criticism welcome as always, enjoy



hgh heavy tank.gif
 Description:
 Filesize:  3.05 MB
 Viewed:  37652 Time(s)

hgh heavy tank.gif



Last edited by SaneDisruption on Tue Mar 10, 2009 4:22 am; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Mar 10, 2009 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I would give you all the comments and feedback your heart desires if I could view the image. #Tongue

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Tue Mar 10, 2009 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, thanks. uploading it didnt turn out well. though it showed up for me. anyway it's fixed

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Mar 10, 2009 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, you've still got it alright. Surprised

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Mar 10, 2009 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

*trembles* and here I was wanting to play as ISA, bugga takin that MF on Shocked

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Mar 10, 2009 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I dunno. IMHO it seems, overall, too detailed.
I'd try to cut down on some of the unnecessary and extra dark pieces of detail that will obviously be detrimental to it ingame.

Also, Remap?

Phew! 36 minutes on that single, simple post!

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Tue Mar 10, 2009 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

It will look dotty ingame because of details, I know what I am talking about. Tone some details (white) down. Wink
Otherwise: Shocked Surprised Shocked

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Tue Mar 10, 2009 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

!DarkRose wrote:
Scorched Earth wrote:
Niiiiiice. Now I'm getting Killzone 2 for my XBox. #Tongue


But DIAB said before hand ...
Quote:
But it's a PS3 exclusive, which why I laugh at you all


xD Ahh the xbox 360 will never have a game as great as Killzone 2 #Tongue

Anyway this mod looks great i luv killzone 2 and having a killzone mod on RA2/YR will just be great Very Happy cant wait till its finished #Tongue


Oh I didn't see that. NOOOOOOOOOOOOOOO!!1!one!! Sad

Also, sexy tank!

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Tue Mar 10, 2009 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually the ingame wasnt as bad as you might think, the only reason i'm not showing one yet is that the model is using autonormals because i've been too lazy to normalize the big mother ztyper. it's so big that the details come out very well, also remap will be the lights on the vehicles, infantry, and structures. Helghast colors are orange, ISA colors are blue

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omnipotent highness krlll
Cyborg Engineer


Joined: 15 Oct 2006

PostPosted: Tue Mar 10, 2009 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

My god that tank is huge.... and awesome. I'm kind of wondering how much of the helghast vehicles do you plan to make hover compared to tracked? Considering all their vehicles in the first game were hovering, but all of theirs in the second were tracked.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Mar 10, 2009 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm afraid most of the detail will be lost ingame. The tank itself is absolutely beautiful.

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Tue Mar 10, 2009 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i'm thinking that most of the vehicles will be tracked. since it's on a planet with constant storms. i dont think alot of hovering vehicles would be viable. i think that may be why Guerrilla Games made new vehicles for Killzone 2... but, never the less i believe that you all will be happy with the vehicular decisions i'll make Smile. dont be afraid to offer suggestions for vehicles either, what ever you would like to see will be considered Smile

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ARustySpoon
Cyborg Soldier


Joined: 20 Sep 2008
Location: Calgary, AB

PostPosted: Thu Mar 12, 2009 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

That tank is freaking amazing. You could blow the enemy away while they stare at it in amazement. I'm hoping it crush other vehicles?

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Thu Mar 12, 2009 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah i'm thinking it will be an omni crusher #Tongue would be fun wouldnt it? Very Happy

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Mar 12, 2009 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I still recommend that KZ1 vehicles be brought over Smile

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Thu Mar 12, 2009 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

i'm thinking just the APC from KZ1, and the Hovertank from KZ Liberation are the only helghast vehicles being brought back, the Lancer will be brought back for the ISA, and that's it Smile

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Thu Mar 12, 2009 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Helghast MBT is used to lay down heavy fire, always trying to keep its vulnerable rear out of the action. Its long range weaponry in the form of twin mounted rocket launchers means it doesn’t have to engage at close range. also equipped with a forward mounted light machine gun, it gives the tank a multi-combat role.



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