Machines: Wired for War: Difference between revisions

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''Machines: Wired for War'' is a real-time strategy game which, despite having many good ideas, is little remembered apart from a [http://www.wiredforwar.org/ hardcore group of online fans].
 
In the game you take the role of a semi-autonomous computer fighting for the controller of the red machine race in the final stages of the machine war. This war was started because two races of terraforming robots met up after five hundred and sixty years, and decided the other had gone insane.
 
Click [[Machines Wired for War/Units|here]] for unit descriptions (work in progress)
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'''Machines provide examples of:'''
* [[AIA.I. Is a Crapshoot]]: This system has encountered an unknown error, war commencing...
* [[Arbitrary Headcount Limit]]: Works out at (roughly) one of each unit, defence and building type, plus a few mines.
* [[Authority Equals Asskicking]]: Commanding units are often heavily armed. In fact, they're the only mobile units that use the long-range Pulse Rifles and Pulse Cannons. The rifles are, asides from their use by Commanders/Commandants, employed solely on a defensive turret. The strongest of all Commanders is the [[Names to Run Away From Really Fast|ominously-named]] ''Assassin Warlord''.
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* [[Bad Future]]: The machines have been Terraforming for over five hundred years and fighting for another five hundred years, with no word from humans. It's [http://wiredforwar.org/files/cache/1d0a96bf6a7474f8f732c3753d6e35d4.jpg explicitly stated] that mankind is extinct.
* [[Body Armor as Hit Points]]: Health is only reduced when Armor is destroyed, however armor heals over time, health doesn't.
* [[Bottomless Magazines]]: standard implementation.
* [[Charm Person]]: The appropriately named Judas Warlord can do this using its unique Treachery weapon.
* [[Combat Medic]]: Certain variants of the Commanding units (fitted with Healing Chargers or Superchargers) are the only mobile units capable of healing other Machines. Still doesn't stop them from packing some pretty formidable armaments.
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* [[Cosmetically Different Sides]]: You're the red machines, fighting the blue machines... all units are otherwise identical.
* [[Critical Existence Failure]]: The machines will fight to their last hit point and explode on death.
* [[Dumb Muscle]]: Gorillas. They would be the ultimate destructive force... if they weren't so incredibly thick.
* [[Drop Ship]]: drop pods and flying [[APCs]].
* [[Easy Logistics]]: Armour heals on its own and health can be restored on the battle field.
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* [[Macross Missile Massacre]]: Gorillas, and any time you get a pack of missile-launching Knights, Knight Templars, and/or Warlords together.
* [[More Dakka]]: Wraith Reapers are this to their normal Reaper cousins, packing two guns and thus twice as much firepower. Same case with the Knight Templars and Knights, the Templars adding either adding a third Heavy Plasma Cannon or third Missile Launcher (and upgrading the range of their missiles) to the Knight's frame.
* [[Night Vision Goggles|Night Vision]]: All commander units have green coloured night vision that makes buildings and units more obvious.
* [[No Recycling]]: Aversion- units can be recycled, buildings can be deconstructed and debris can be collected.
* [[Self-Destruct Mechanism]]: Buildings and troops.
* [[Sphere of Destruction]]: The gravity collapse weapon of the Eradicator units.