Urban Assault

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Urban Assault
Box cover to Urban Assault
Developer(s) TerraTools
Publisher(s) Microsoft
Release date(s) July 31, 1998
Genre(s) Shooter/strategy
Mode(s) Single player, Multiplayer over TCP/IP, Modem, Serial, Microsoft Zone
Rating(s) ELSPA: 11+
ESRB: Everyone (E)
Platform(s) Microsoft Windows
Media 4xCD-ROM
System requirements Windows 95, Pentium 133MHz or compatible, 16MB RAM, 1MB SVGA video card, 4X CD-ROM, 100MB hard drive space
Input Keyboard, Mouse, Joystick with Force feedback

Urban Assault is a combined first-person shooter and real-time strategy computer game developed by the German company TerraTools and published by Microsoft. It was released on January 31, 1998. A few years later the game was recalled, the reason never stated.[citation needed]

The player creates and commands groups of tanks and aircraft, and can also take direct control of one vehicle at a time. Over the course of the game one can acquire upgrades and new vehicles.

Contents

[edit] Gameplay

The player is in command of a futuristic host station with plasma energy technology, allowing the player to create units and buildings, as long as the blueprints and sufficient energy are available. In the single-player campaign, the objective of each mission is to capture each key sector on the map, allowing use of the beam gate to transport the host station to the next field of battle. However, destroying enemy host stations imparts a bonus to the player's maximum energy reserves. Combined with the fact that many key sectors are located deep in enemy territory or even right below an enemy faction's host station, the unstated goal of each game is to eliminate all enemy host stations. In multiplayer, beam gates are not present on the map and the only objective is to destroy opponents.

[edit] Resources

Like most strategy games, the game is centered around resources. The sole resource in Urban Assault is energy, which is required to build units and buildings used to conquer other factions. Energy is gained through controlling power stations. Each power station emits energy relative to the number of white boxes on the map screen; each box represents more power output. Power stations are also limited in power output by the number of adjacent sectors controlled by the player, referred to in-game as efficiency, forcing the player has to increase control of the map in order to create more powerful armies. Powerful units and buildings require significant amounts of energy to build.

[edit] Plot

The plot of Urban Assault is set in the future, where ozone depletion, termed The Big Mistake, results in destruction of the ocean's phytoplankton, causing the Earth's food chain to collapse. Scarce food supplies results in a resource war, and plasma formation technology — the ability to form solid constructions using only energy — allows military commanders to create entire armies to subjugate their foes. The technology was leaked to enemy factions, destroying fragile political alliances and launching the planet into a third world war. Citizens are forced into domed communities, which shield them from dangerous levels of UV radiation (to an extent) and filters the toxic air.

A group of alien invaders, the Mykonians, view humans as being unworthy of such a resource-rich planet, and implant their Parasite Machine into the crust of the planet to draw energy directly from the Earth's core. The Parasite Machine is causing the Earth's core to cool, weakening its magnetic field, eventually causing solar radiation levels to rise and obliterating all of the planet's biomass, making it suitable for Mykonian colonization. In the campaign, Mykonian forces are usually present in northern Europe, where the cool temperatures allow for more efficient data transfer.

A second group of alien invaders, the plant-like Sulgogars, have invaded northern Africa, where the warm climate creates a suitable spawning ground. Their technology are far more advanced than any foes encountered so far, making them a challenging foe to defeat. Further complicating the war zone is the appearance of the Black Sect, a mysterious terrorist group that even the Sulgogars and Mykonians cannot hold on their own against.

[edit] Factions

[edit] The Resistance

The Resistance represents the last traces of democracy and freedom to survive global chaos. The Resistance was months away from destruction when a coalition of engineers and hackers wired together the free world's computers to create seven host stations. The host stations, however, had a caveat: no one would entrust the task of defending democracy and freedom to machines, so each host station was piloted by a Synaptic Donor Unit, abbreviated SDU. These SDUs were regarded as heroes, who, according to the game's help files, "sacrificed their humanity for the continual humanity of others."

In the single-player campaign, the player role is that of the last SDU champion to be deployed into battle, SDU 7. The Resistance have a wide variety of war vehicles, which gives them the advantage of being able to perform any task effectively with the right vehicle. However, the Resistance suffers from weak shielding, second-weakest to the Mykonians, and also in the single-player campaign, weak energy resources.

[edit] Ghorkovs

The Ghorkovs are the faction most similar to The Resistance in terms of the vehicles they use. The Ghorkovs begin as the first enemy the player encounters in the game, and Ghorkovs frequently reappear in later missions. Before the events of the game take place, the Ghorkovs are allies of the Resistance, but turned against them when the Resistance attempted to sell the Ghorkovs out to the Mykonians.

The Ghorkov host station icon is a red star, representing communism and totalitarianism.

In the single-player campaign, the Ghorkovs are the easiest faction to defeat, and are usually saved for last in multi-faction missions. The Ghorkovs have one of the best air defenses, second only to perhaps the Mykonians, but their ground support are weaker in comparison to the Taerkastens and Resistance.

[edit] Taerkastens

The Taerkasts represent a fundamentalist society, abhoring technology. Hypocritically, they embrace plasma formation technology, regarding it as a necessary evil. The Taerkastens blame technological factions like The Resistance and Ghorkovs for destroying the Earth's ozone layer.

Taerkasten units are typically heavily armored and have strong attacks, but are much slower and vulnerable to hit and run tactics. Their attacks, although strong, are still primitive and typically reload slower. The backbone of any Taerkast assault usually involves massed Leonid tank units, with Hetzel fighter plane support. In contrast to the Ghorkovs, the Taerkastens have the strongest ground defense, but are weaker when it comes to air unit support.

[edit] Mykonians

The invader Mykonians disdain humanity for wasting a precious birthright like the Earth, and accordingly, seek to exterminate all human life through use of its Parasite Machine. Destruction of the Parasite Machine is the focus of the single-player campaign. The Parasite Machine in actual gameplay, is technically a Stoudson bomb, and the player (Resistance) must capture it before it destroys the entire region (And according to the plot, the whole world). See Urban Assault Buildings' Other Buildings section for more information on the Stoudson Bomb.

Mykonian units are geometric shapes, with evocative names like "Air Prism" and "Ground Cube." The Mykonians are typically located in biovein-infested environments, where their vehicles blend in with the surroundings better. Mykonian units have weak shielding, but have some of the strongest attacks in the game. Mykonian assaults can destroy a Resistance host station in mere seconds. Strategically, when comparing the Mykonians with the Taerkastens, the Mykonians have more powerful weaponry, but the Taerkastens have superior armour. However, in the Single-player campaign, the existence of the Parasite Machine makes the Mykonians the so-called major boss, although the Black Sect and Sulgogars may be even more powerful.

[edit] Sulgogars

The off-world Sulgogars view humanity as fertilizer for their spawning grounds. Rarely encountered, the Sulgogars are one of two most formidable factions that players often seek to eliminate first, due to their exceptionally strong attacks and units. All Sulgogar units are airborne, and are supposedly sentient.

Sulgogar host stations are unique in that they are unable to terraform buildings, and must rely on conquest to power their broods. One cannot play as the Sulgogars in Multiplayer.

[edit] The Black Sect

The Black Sect is a splinter faction composed of criminals, terrorists, and thieves who have decided to enter the war for personal profit and gain. Having no original units of their own, the Black Sect relies on stealing technology from other factions, including the Resistance Anvil-class host station and the Taerkast Bronstejin flying ion cannon. Black Sect units have a special stealth projection, rendering them invisible to enemy radar. They are usually one of the player's top priorities, the other being the Sulgogars. One cannot play as the Black Sect in Multiplayer.

The Black Sect's ability to create vehicles from any other faction makes them the most challenging enemy to defeat as the player is unable to stick to one fixed strategy to defeat them, and thus the urgent need to destroy the Black Sect before the situation gets out of control. Strangely, the Black Sect have the ability to terraform Sulgogar and Mykonian units, which hints that there might be renegade Sulgogar and Mykonian scientists amongst the group.

[edit] Urban Assault Vehicles

[edit] Resistance

  • Resistance Host Station

The Command Center of the Resistance. In the Single-player campaign, the Resistance Host Station is inferior to all the enemy host station classes in terms of self-defense weaponry, shielding, and energy reserves. However, the advantage it has over its enemy counterparts is the ability to teleport instantly to the user's desired location depending on the energy reserves left, instead of moving. Teleporting doesn't cost any energy if the user beams to its own power station. In Multiplayer, all the host stations use the beaming technology.

  • Weasel

A cheap and fast anti-air tank. Weak by itself, but effective against aircraft when deployed in huge numbers. The Weasel is typically used against the Sulgogars, as all their formidable vehicles are airborne, posing little threat to swarms of Weasels, which are more efficient than using a squad of Falcons.

  • Fox

The anti-air tank Fox is slightly more expensive than the Weasel, but has stronger shielding and firepower. In the single-player campaign, the Fox is the first vehicle that the Resistance uses, and its power is raised dramatically after obtaining the double-shot capacity upgrade from the Mykonian territories.

  • Jaguar

The Jaguar tank is one of the first few vehicles that the Resistance gets to use in the Single-player campaign. The Jaguar is formidable when used in great numbers. The Jaguar and Tiger are the typical tanks that are best used against host stations and their own vehicle class.

  • Tiger

The Tiger is the most powerful tank in the Resistance arsenal, with more firepower and armour than the Jaguar. It is slower however, and much more vulnerable to bombers. The Tiger is effective against host stations and tanks. In the single-player campaign, a fully upgraded Tiger can hold on its own against even a Leonid tank.

  • Firefly

The Firefly is a lightly-armoured helicopter with weak weaponry. It is used in swarms, flooding the enemy target systems. Although it can often be taken down in one shot, its size and speed makes it hard for the enemies to target.

  • Wasp

The Wasp is a light helicopter, available for capture early in the Single-player campaign. As a helicopter, it does well against tanks, but later on it would be outclassed by the superior Hornet.

  • Hornet

The Hornet is similar to the Wasp, but with heavier armour and far superior firepower. The Hornet uses homing missiles which follows a targeted enemy. The homing missiles are however slower, so their use are more suited towards slow tanks. As the Hornet possesses heavier armour, this also means it is slower than the Wasp.

  • Dragonfly

The Dragonfly is a superior version of the Hornet, with more energy reserves to withstand enemy blasts, and rapid-firing rockets that render tanks inert. A user-piloted Dragonfly can even take down slow planes and deal with enemy host stations, a task which the Hornet may find it difficult to accomplish. However, it is still most effective against tanks.

  • Falcon

The Falcon is the standard Resistance plane. Like most planes, it is best used to take out enemy planes, helicopters, and bombers, and its fast speed makes it an effective dogfighter. In the single-player campaign the Falcon can be upgraded with double-shot homing missiles, increasing its power and possibly rivalling even the Warhammer.

  • Warhammer

The Warhammer is a rich man's version of a Falcon. It is even faster than a Falcon. The tradeoff is weaker shielding, but then again, Warhammer weaponry is faster and stronger than the Falcon missile.

  • Marauder

This is the only bomber that the Resistance have. The Marauder is deadly against tanks, but without Falcon assistance it is helpless against enemy planes.

  • Rhino

The Rhino is the Resistance special-class tank, which is specifically used for the purpose of taking out enemy host stations. Its shielding is the weakest of all Resistance units, but it fires an extremely powerful long-range rocket that is strong enough to destroy most vehicles in one shot. When user-piloted, the Rhino can hit an enemy mothership several sectors away without getting into their target systems. The Rhino is also useful in destroying buildings and slow tanks.

  • Rocksled

The Rocksled is a fast-moving car, which is available late in the single-player campaign. It is a suicide unit which blows itself up to destroy nearby enemies. Best used against clusters of tanks and host stations. The suicide mechanism can only be triggered by the user, which means that the user has to jump and take control of the vehicle. On its own, the Rocksled may be virtually defenseless, with only a weak machine gun to fire on its own.

  • Scout

Satellites do not have weaponry, but they are able to peel back the fog of war. Due to their small size, they are tough targets to hit, and so players in the Single-player campaign exploit that by mass-producing scouts and sending them to the enemy, flooding their target systems. In this way the Scout is a cheaper alternative to the Firefly.

[edit] Ghorkovs

  • Tarantul I

The first Ghorkovian host station is shaped just like a Gigant. It is the smallest of all host stations, and uses electromagnetic impulses to defend itself, just like the anti-host station vehicle Gigant.

  • Tarantul II

The Tarantul II is deployed, supposedly after seeing how numerous Tarantul I motherships, time and time again lost to the Resistance Host Station SDU7. It is defintely superior to the Tarantul I in terms of firepower. The Tarantul II uses rockets to defend itself.

  • Speedy

The Speedy is one of the fastest tanks. Bombers and Helicopters would find it difficult to take down. In fact, the Speedy is effective against aircraft.

  • Tekh-Trak

The Ghorkovs lose out to the Resistance when it comes to ground units. The Tekh-Trak is a faster version of the Tiger, with weaker armour. The Ghorkovian tanks are better used against enemy host stations. Tekh-Trak are effective in taking out tanks too, but it is no match for the Resistance Tiger and the Taerkasten Leonid.

  • Ghargoil

The Ghargoil is the first Ghorkovian vehicle that the Resistance encounters. This helicopter is the basic unit used against tanks.

  • Ghargoil 2

Ghargoil 2 helicopters are upgraded versions of the Ghargoil helicopters, with double-shot missiles.

  • Ghargoil 3

Being the third in the line of Ghargoil series, the Ghargoil 3 is undoubtedly superior when it comes to taking out tanks. However, Ghargoil 3 is a bomber instead of a helicopter, unlike Ghargoil and Ghargoil 2. This fast-moving bomber releases bombs in a rapid pace, destroying its intended targets with ease.

  • Ying

This plane is similar to the Resistance Firefly. The purposes are the same too: Flood the enemy target systems. However the Ying is more effective against aircraft.

  • Yang

The Yang is a bomber-class vehicle. Its weaponry is unusual in the fact that they are anti-gravity bombs, causing them to slowly descend, creating a wall of fire to block ground and air units.

  • Tien-Ying 7

Tien-Ying 7 is the most powerful plane the Ghorkovs have, which is used against enemy aircraft. It is also expensive, like the Resistance Warhammer.

  • Gigant

The Gigant is an anti-host station hovercraft. The Gigant works like the X01 Quadda, but are however more expensive and less efficient than the latter alien unit. Still, the Gigant is not to be underestimated when it comes to assaulting the enemy host stations. In the Single-player campaign, a trio of Gigants was stolen by Resistance operations and given to SDU7 for use. NOTE: The game data contains vehicle definitions of a Gigant 2, but since it has been phased out of the game plot, almost nothing is mentioned of it.

  • Ghor-Scout

Ghor-Scout is another satellite similar to the Resistance scout.

[edit] Taerkastens

  • Taerkasten Flying Fortress

The Flying Fortress is the mothership of the Taerkastens. Although having strong firepower, the Flying Fortress's weapons are still poor in terms of speed and reloading, and fast-moving vehicles would find it easier to avoid getting hit, as compared to other host station's self-defense weaponry. It is thus extremely vulnerable when left alone, and is often backed-up with flak stations and vehicles.

  • Eisenhan

It is the first Taerkasten vehicle that the Resistance may encounter. The Eisenhan has tougher shielding than even the initial Resistance Tiger, but with weaker firepower and lower hit points.

  • Leonid

The Leonid is the Resistance Tiger equivalent. It has tougher shielding than the Eisenhan, and is extremely difficult to take down even when using a fully upgraded Tiger. The best strategy against the Taerkastens is to abuse the superiority of the Resistance aircraft (And Ghorkovs if Multiplayer is included). A cluster of Leonid tanks usually means that they are going for an enemy host station.

  • Bronsteijn

The helicopter-class Bronsteijn has powerful anti-tank ion cannons and is light and fast. In the single-player campaign, the Bronsteijn is an experimental aircraft used by the Taerkastens, and the Resistance SDU7 has a chance to steal and use it. The Taerkastens rarely used the Bronsteijn, preferring to use their own antiquated warcraft and weaponry.

  • Mnosjetz

The Mnosjetz is a slow-moving bomber. Its purpose, like all bombers, is to take out tanks. Like the Marauder, it is virtually helpless against dogfighter planes, and will fall to them in no time.

  • Zeppelin

The Zeppelin is the most expensive Taerkasten unit. It is the heaviest-armoured of all vehicles and the hardest to take down. A single bomb from it is devastating, and can take out several tanks. It is also one of the slowest-moving vehicles however, and thus they are often taken down by relentless strong attacks before reaching their destination.

  • Hetzel

The Hetzel is a typical slow-moving, heavily-armoured plane. Its rapid-fire missiles can prove to be extremely effective against helicopters. Its slow speed makes it vulnerable to faster planes like the Falcon.

  • Phantom

The Phantom is one of the most fearsome planes. It isn't as fast as the Falcon or Warhammer, but it is still fast enough for dogfights. It is also heavily-armoured, thus adding on to its durability, making it last in battles. Defeating Phantoms would either require outnumbering them with dogfighter planes, or using anti-air tanks. The Phantom's weaponry are inferior to the likes of the Falcon and Warhammer though.

  • Serp

The Serp is a suicide unit, a bullet-shaped plane. Like the Ghorkovian Ying, it is a tough target to hit with its speed and size. The Serp is almost guaranteed to hit its targeted enemy aircraft. To counter the Serp, it is most efficient to use anti-air tanks like the Speedy and Weasel.

  • Ormu-Scout

The Ormu-Scout is a satellite that peels back the fog of war. It is slower than the other scouts though.

  • Ostwind

The Ostwind is an anti-air tank, similar to the Fox and Weasel, but slower with heavier armour. It has rapid-fire missiles which repel enemy aircraft. It is definitely one of the best anti-air tanks ever developed. NOTE: The Ostwind is only available in the unreleased Metropolis Dawn expansion pack, where the player gets to play the role of the Taerkastens or Ghorkovs in Single-player.

  • Thor's Hammer

Thor's Hammer is a heavy tank, and as the name implies, fires off a heavy projectile that can hit an enemy several sectors away, causing great damage. This is similar to the Rhino tank of the Resistance, but the Thor's Hammer is specifically made to deal with heavily-armoured tanks, with the enemy host stations as a secondary objective. NOTE: Thor's Hammer is only available in the unreleased Metropolis Dawn expansion pack, where the player gets to play the role of the Taerkastens or Ghorkovs in Single-player.

[edit] Mykonians

  • Myko Station

The Mykonian Host Station is huge, and defends itself with a powerful ion cannon that can destroy a Resistance Tiger in just a few hits. However, it is easier to take out when outnumbered, since a single cannon can only destroy a vehicle at a time. In Multiplayer however, the Myko Station has four cannons (Powered down) to defend itself. The Myko Station is best defended together with Flak Stations.

  • Myko X01 Quadda

The main attacking force of the Mykonians, along with the Myko Bomber later, the X01 Quadda has the toughest shielding of all Mykonian units, and uses rapid-firing ion cannons with deadly effect against Host Stations. A squad of X01 Quaddas can easily vanquish an undefended Resistance Host Station. Anti-air tanks are best used against them as X01 Quaddas can't touch tanks easily.

  • Myko 5P0 Air Prism

The first Mykonian unit that the Resistance would encounter in the Single-player campaign. A Mykonian vehicle classified as a helicopter due to the way it moves, the Air Prism is best used against tanks, but is only effective if deployed in huge numbers.

  • Myko Hourglass

This Mykonian equivalent of a helicopter resembles an Hourglass with its two separate fuselages, thus its name. Its ion cannon weapon is extremely strong, even more powerful than the Mykonian Flak Station. It has weak shielding, but having good energy reserves, it can withstand at least a few hits from heavy tanks, while inflicting heavy damage on them in return.

  • Myko Static

The Myko Static is an unusual plane, such that it has very slow horizontal air speed, but has a fast vertical speed. As a result, it appears to bounce up and down trying to chase after enemies in vain. The Myko Static is best used acting as a flak station. Its ion cannon are strangely effective against tanks. A typical strategy to defeating the Myko Static is to outnumber them with various vehicle types at once.

  • Myko Air Stick

The Air Stick is a plane-class Mykonian vehicle. It is one of the fastest planes, and along with its rapid-fire ion cannon, will prove to be a difficult foe to take down even with its weak shielding. It is almost impossible to shake it off too, thus a squad of helicopters or bombers facing a Myko Air Stick may have to call for plane reinforcements before it inflicts too much damage on them.

  • Myko Ground Cube

The Ground Cube, as the name implies, is a tank, or rather, its movements make it look like a tank. The Ground Cube is fast, but just like other Mykonian vehicles, has weak armour. It is best used against aircraft, instead of tanks and host stations, thus making it an anti-air tank equivalent. The Ground Cube is rarely encountered in the Single-player campaign.

  • Myko Bomber

The Myko Bomber is the fastest bomber of all, and like other bombers, is used for destroying tanks. Heavy tanks won't stand a chance against a swarm of mass-produced Myko Bombers, even with the former's tough armour. Due to their speed, taking down a Myko Bomber would require fast dogfighter planes instead of anti-air tanks.

  • Myko Radar

The Mykonian equivalent of a scout. In a bio-vein infested environment, it may be hard to track it down without a map, due to its small size.

  • Myko Crusher

The Myko Crusher is the cheaper alternative of the Myko Air Stick. Both are just about as fast though. NOTE: Myko Crusher is only seen in the unreleased Metropolis Dawn expansion pack, where the player gets to play the role of the Taerkastens or Ghorkovs in Single-player. It is available in Multiplayer for the Expansion Pack.

[edit] Sulgogars

  • Sulgogar Queen

The Sulgogar Queen is the Sulgogarian Mothership. Players may find it difficult to take down at first, as its single cannon can take out most Resistance vehicles in one hit. The best strategy against it is to destroy all the Sulgogar power stations, since the Sulgogar Queen cannot create new buildings of its own and will quickly be drained of its energy.

  • Blue Spore

The Blue Spore is a bomber-class vehicle. Its small size and speed makes it one of the hardest targets to hit. It dies after firing off one shot.

  • Mean Green

The Mean Green resembles a plane, meant to deal with enemy aircraft. Its weaponry is especially powerful against them, so it is best advised to use anti-air tanks like the Fox and Weasel against the Mean Green.

  • Slime Lord

The Slime Lord, similar in appearance as the Sulgogar Queen, acts as an anti-host station weapon. It can deal twice as much damage as the Mean Green, with even greater damage on Host Stations. The Resistance Host Station should avoid the Slime Lord at all costs, as they may not survive such assaults, and should leave these creatures to Weasels.

  • Little Brother

Little Brother is the Sulgogar equivalent of a satellite that peels back the fog of war. It is identical in terms of appearance to the Blue Spore.

[edit] Black Sect

  • Black Sect Station (Anvil-Class Host Station)

The Anvil-Class Host Station was initially designed for the Resistance SDU7's use. It was unfortunately stolen by the Black Sect for its own evil purposes. The Anvil-Class Host Station is the most powerful amongst all the host stations, and combined together with the fact that it has stealth shielding over itself and its stolen vehicles, the Black Sect is undoubtedly the hardest faction to defeat in the Single Player campaign.

[edit] Urban Assault Buildings

[edit] Resistance

  • Power Station 1, 1+

The standard Resistance Power Stations which powers up a Host Station with plasma energy. In Multiplayer, Power Station 1+ is named Power Station 2. Power Station 1+, with greater energy output, powers up a host station faster.

  • Power Station 2, 2+

In the Single-player campaign, Power Station 2 has the power output of Power Station 1+, with two Flak cannons to defend itself. Power Station 2+ retains the two flak cannons, with additional power output.

  • Flak Station 1, 2

Flak Stations defend power stations, host stations, or important key sectors. The Resistance Flak Station 1 has one single cannon, while Flak Station 2 is an upgraded version of Flak Station 1, with four defensive cannons. In Multiplayer, only Flak Station 2 is available.

  • Radar Station 1, 2

In Multiplayer, only Radar Station 1 is available. Radar Station 1 peel back the fog of war by a 10-sector radius, while Radar Station 2 peel back the fog of war by a 15-sector radius instead.

[edit] Ghorkovs

  • Power Station 1, 2

The standard power stations just like the Single-player campaign's Resistance Power Station 1 and 1+.

  • Flak Station

A four-cannon flak station, similar to the Resistance Flak Station 2.

  • Radar Station

The Ghorkovian Radar Station works like the Resistance Radar Station 1, peeling back the fog of war back by a 10-sector radius.

[edit] Taerkastens

  • Power Station 1, 2

The standard power stations just like the Single-player campaign's Resistance Power Station 1 and 1+.

  • Flak Station

A four-cannon flak station. The Taerkasten Flak cannons deal heavier damage but since the Taerkasten only has primitive knowledge of technology, they reload slower.

  • Radar Station

The Taerkasten Radar Station works like the Resistance Radar Station 1, peeling back the fog of war back by a 10-sector radius.

[edit] Mykonians

  • Power Station

In the Single-player campaign, the Mykonian power stations cost about as much as their terran foes' Power Station 1 with slightly greater energy output, thus making them more efficient. They are usually clustered together to provide even greater energy reload to host stations. In Multiplayer, the Mykonians were given Power Station 1 and 2, with energy output equal to their terran counterparts.

  • Flak Station

The Mykonian Flak Station consists of one powerful Ion Cannon, which is equal to the Resistance and Ghorkov's Flak Stations, if not superior. It is also slightly more expensive though.

  • Radar Station

The Mykonian Radar Station works like the Resistance Radar Station 1, peeling back the fog of war back by a 10-sector radius.

[edit] Sulgogars

The Sulgogars have no buildings of their own. In the Single-player campaign, the Sulgogar Queens are usually fuelled by Resistance Power Stations, ostensibly captured beforehand.

[edit] Black Sect

The Black Sect also have no buildings of their own, save for their self-made flak station.

  • Black Sect Flak Station

The Black Sect Flak Station fires a laser shot similar in appearance to the Mykonian Flak Station's Ion Cannon, but reloads faster with a shorter range. It is however, not as durable as the Mykonian Flak Station, and is easier to destroy than a standard heavy tank.

[edit] Other Buildings

  • Stoudson Bomb and Stoudson Key Sectors

The Stoudson Bomb was originally invented by the Resistance, who feared the off-world Mykonians and Sulgogars. It is capable of breaking down anything in the region into molecular levels. However, due to a design error, the enemy factions are able to learn how to break the trigger codes, thus giving them the ability to use the Bomb against their own foes as well.

In certain Single-player and Multiplayer levels, players may encounter the Stoudson Bomb, which when triggered, will cause the destruction of the entire region, including the user's own power stations and flak stations. However to start the Stoudson Bomb countdown, a faction must fully capture all the Stoudson Key Sectors, including the Stoudson Bomb sector itself. A triggered Stoudson Bomb (When countdown reaches 0) will eliminate all enemy vehicles and host stations, save for the faction which successfully captured and triggered it.

  • Beam Gate

The Beam Gate only appears in Single-Player levels. The player must capture all Beam Gate Key Sectors to invoke the Beam Gate portals. Once the Beam Gate is open, the Host Station may teleport through it to the next level. There are a few levels where there may be more than one Beam Gate. The Beam Gate cannot be destroyed, not even with the triggering of the Stoudson Bomb.

[edit] Trivia

  • The Sulgogars and the Black Sect were considered so difficult to defeat that a second, easier, set of scenarios for the game's single-player mode was included on the game's CD. The extra scenarios removed the Slugogar and Black Sect factions from single-player missions, but also prevented completion of the game.
  • The Black Sect is not mentioned in the game's help files or manual.
  • There was going to be an expansion pack for Urban Assault, named Urban Assault: Metropolis Dawn expansion pack. Partly due to poor sales, the expansion pack did not make it into the game market. The expansion pack contains new levels for the player, this time letting him to play as either the Ghorkovs or Taerkastens, with new vehicles for the Taerkastens and Mykonians. A supposedly disgruntled game designer distributed the near complete version of the expansion pack to a few fans in the game community, which may still be in circulation today.

[edit] External links