INCUBATION WILDERNESS MISSIONS LEVEL
To play this mission you will need to have an installed
copy of 'Incubation:The Wilderness Missions'.


Name of level: Family Business
Type of level: Single Player
Version : 1.0
Date : 22 January 1999

Author: Russell Pearson (rddp)
E-mail: rddp@duellist.net
URL: http://www.duellist.net

Zip file name: rddpinc13.zip

Files Needed: Family Business.txt, Family Business.lcl and Family Business.lev



Install:

1) Unzip Family Business.lev and Family Business.lcl in incubation/missions
2) Unzip Family Business.txt in incubation/data/txt/english/briefing
3) start the game in instant action (1 player only).

Known bugs:
  • None that I know of. Perhaps you know different, please email me if you've found any.
Distribution:

You may freely use and distribute this map as long as you distribute the zip file (with all files intact and unaltered). This level is copyright rddp (1999)

Last note:
  • Read the note below concerning 'Difficulty Level and Scay'Ger Placement'
  • If you have any comments or suggestions, feel free to send them to me I will be glad to hear them.



Description: Family Business

    A rival group of Scay'Ger have been causing your tribe considerable trouble over the past few months. You have had enough and have decided to put these antagonists in their place. Your Scay'Ger must invade one of the enemys' temples and destroy the temple guardian (a War'Coo).

Objective: Destroy the War'Coo by positioning 6 of your Scay'Ger in the red area, marked A (this will direct the temples' power back at it's guardian).

    Your tribe will fail the mission if all of your Scay'ger are killed.

Recommended Difficulty: Play this at difficulty level 2. Read the note below concerning 'Difficulty Level and Scay'Ger Placement'


It may be worth noting the following points:
  • You initially have control of two entry tubes, located in the south-west corner.
  • At the beginning of each turn more of your units will enter the map via tubes that you control.
  • To control or capture a tube you must have at least two of your Say'Ger positioned next to it at the end of the turn (and there must be no enemy units next to it).
  • You will lose control of a tube if an enemy Scay'Ger is next to it at the end of the turn, or if you fail to keep at least two units there yourself.
  • Once you have control of a tube your Scay'Ger will only have 6 or 7 turns during which to enter the map via that tube. There is an underground battle being waged in the tunnels and it will take the enemy this long to block off your supply tunnels to said tube once you have captured it.
  • It is a good idea to keep control of an entry tube even if your Scay'Ger are no longer entering via it. Two of your units positioned next to a tube will be able to keep the enemy from entering the map via that tube.


Squad Details:

    Your tribe, and hence your squad, consists of four different types of Scay'Ger (listed below). Obviously the number of Scay'Ger you are able to get into the mission area depends on how well you are able to capture and hold entry tubes.
  • Ray'Ther: These Scay'Ger are your foot soilders (cannonfodder) and only have claws as weapons. They seem to do nothing but complain. Play the game, you'll see what I mean!
  • Pyr'Coo: Described in the incubation handbook as 'the long range specialist amongst the Scay'Ger'. Don't believe it! Their spike gun is only effective at close range and requires 3 action points to use! On the plus side it has an area effect and has the potential to injure any unit within 1 space of the target.
  • Ray'Coo: These guys are more effective at long range fire and have the ability to jump large distances (just like using a jetpack).
  • Ee'Ther: Although only possesing claws (point-blank attacks only), these Scay'Ger are partially invisable and regenerate back to full hitpoints at the beginning of each turn (which is extremely handy!).


The Enemy:

    The enemy tribe have five different types of Scay'Ger available:
  • Dec'Ther: These spider-like creatures are the fastest moving Scay'Ger. In battle they spray acid which is leathal to anything in range (including the Dec'Ther).
  • Bea'Coo: Bug creatures will a flame attack. They explode and release acid on death.
  • Gore'Ther: Deadly claws, impenetrable front armour, poor mobility, weak rear armour. You know the drill......
  • Gore'Coo: A tough and effective long-range fighter (they're intellegent too, apparently).
  • War'Coo: The temple's guardian. There's only one of these in the temple and it's your mission to destroy it!


'Difficulty Level and Scay'Ger Placement'

    It may be worth noting the following points:
  • This level is slightly unusual in that the InsertUnit command is used to place player units on the map. This command is usually only used to insert computer-contolled Scay'Ger.

  • The design manual states that the number of units inserted will be increased depending on the difficulty level selected. The higher the difficulty level, the higher the number of Scay'Ger!

  • As this command is also being used to insert player units it follows that the higher the difficulty level, the higher the number of player units inserted.

  • I tend to playtest my levels on difficulty level 2. I design my levels so that at level 2 they should be challenging to the experienced player (but not impossible). This means that at level 1 an inexperienced player should be able to complete them. This logical approach does not apply for this mission due to the points mentioned above! So......

  • I have only playtested this mission at difficulty level 2 and so I urge you to play it at this level. If you play it at difficulty levels 1 or 3 the balance of the game may be altered and gameplay maybe affected. Hey, but it's your choice. :-)

This level is copyright Russell Pearson (1999)
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