Carrier Command - Setting and Gameplay

Setting and Gameplay

Carrier Command is a cross between a vehicle simulation game and a real-time strategy game where players control a robotic aircraft carrier. The carrier is not based on any real-life aircraft carrier but has been designed specifically for the game.

The game is set in the near future, where a team of scientists have developed two robotic aircraft carriers to colonise an archipelago of sixty four islands. Unfortunately, the more advanced carrier falls into the hands of a terrorist organization, and they plan to conquer the archipelago for their own evil ends. It is the player's job to use the less advanced carrier to colonise the islands and destroy the enemy carrier.

Across all but one format, Carrier Command uses filled-in vector graphics to create a three-dimensional view of the game world. The game does not use texture mapping but uses a simple raster pattern to shade objects. The carrier and the vehicles it carries have full 360-degree freedom of rotation. The Commodore 64 version is the exception and reproduces the same gameplay from a top down 2D viewpoint.

When previewed and finally released on Atari ST and Amiga formats, the game received substantial attention due to the level of fluidity 3D in the graphics engine that hadn't really been seen before. The game also featured a sampled theme song by Dave Lowe, which was expanded into a full, studio-recorded vocal production entitled "Just Another Mission". This was included on a tape cassette with certain releases of the game. A similar scheme was used for the later game Starglider 2.

A game of Carrier Command can be initiated in two ways.

  • In "Strategy" mode, the player starts with one island and the enemy starts with eight islands, while the rest are free. The two carriers each start at their respective home island, and the two home islands are chosen to be as distant as possible from one another. The enemy carrier, because of its superior speed, can assimilate islands more quickly than the player can.
  • In "Action" mode, the game begins with each player already possessing a network of islands (some islands remain neutral). The enemy carrier has a greater number of islands under its control. The player's carrier begins the game near the center of the map, where there is a much greater chance of confronting the enemy carrier.

The player's carrier (ACC Epsilon) is a very complex system, having its own weaponry and automatic repair systems. The carrier has a laser gun turret which is able to fire an unlimited number of shots, but heats up in use requiring it to be rested after firing several shots in rapid succession. The carrier can fire missiles by launching a recon drone high into the sky and then selecting targets while looking through the recon drone. The carrier is also equipped with a decoy flare launcher which works as an aerial countermeasure, and defense buoys to protect it from missile attacks.

Damage to the carrier is repaired by the automatic repair system. The carrier is divided up into several systems. With the exception of the carrier superstructure and the automatic repair system itself it is possible to fully repair any of the carrier's systems from 100% damage. The carrier is destroyed when damage to the superstructure reaches 100%, resulting in the loss of the game. Damage to the components is done according to where the impacts are on the carrier. For example, a hit from a missile to the rear side of the carrier will do heavy damage to both the engine and docking bay, but will do little or no damage to the other components of the ship. The player can set the repair priorities for each part of the carrier that will determined which parts will be repaired first. Any component except the automatic repair system that has over 50% damage will not work. Some components that are damaged will operate less efficiently. If the engine is damaged for example, the carrier will not be able to move as fast. If damaged, the laser turret will heat up faster and cool down slower so it will not be able to fire as frequently. The repair system repairs the carrier slower if it is damaged.

The carrier carries up to eight Manta (Multirole Aircraft for Nautical Tactical Assault) remote-controlled aircraft and up to eight Walrus (Water And Land Roving Utility Shuttle) remote-controlled amphibious vehicles, although only four of each may be operational at any one time. The remote control of the Mantas and the Walruses has to be linked through the carrier, so if they go too far from the carrier the cockpit screen of them will become ghosted. If they venture even further away from the carrier, they will lose all contact with the carrier and be destroyed; the Mantas will just simply fall out of the sky. A Manta may be equipped with a long-range communications pod, allowing operation of it and any other nearby vehicles as far away from the carrier as desired. However, only one Manta may be fitted with a communications pod at any one time.

The Mantas are primarily for combat use, but the Walruses are primarily used to carry payloads to the islands. Depending on the current status of the island, and its intended use, the payload might be the starting kit for a colony, or a virus bomb to convert an enemy colony to the player's side. The Mantas can be equipped with missiles that can automatically lock on to enemy targets. The Walrus vehicles can be loaded with missiles that can be manually guided into targets.

Part of the appeal of the game lies in the control of these auxiliary vehicles. The player can, if desired, have all four Mantas and all four Walruses out of the carrier at once, and can pilot each personally, or program each to travel to a specific location (none of the vehicles can be programmed to perform attack or defence functions). Once arrived, a Walrus will simply wait. A Manta will adopt a circular holding pattern until it runs out of fuel, at which point it will crash into the ground or sea and be lost. Some islands have runways on which Mantas may be landed and refuelled. A Walrus which has run out of fuel may be refuelled by another Walrus carrying a spare fuel pod.

The carrier can also be piloted directly, or programmed to travel to a specific location, which may be another island.

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