User:Samdoo/Sandbox

Sandbox Archive of completed goals found here.

Current projects:
 * Halo Wars: The Great War
 * UNSC (Great War faction)
 * Covenant Empire (Great War faction)
 * Halo: Armory
 * Samdoo's Gallery

UNSC Unit Info Concepts 2019

 * list1 = HWTGW_UNSC_Marine_Unit_demo_image.png Rookie - Adds a Marine to the squad. • Effect: Health increase. Damage increase. • Requirements: 400 Power, Tech Level 1 and 25s.

{| class="wikitable" ! Icon !! Name !! Description !! Class Supplies: — Power: — Population: — Tech Level: 0. Time: — Accessed: Command Center, Barracks. Menu Icons: —
 * style="text-align:center; background:#222222" colspan="4"| UNSC Unit List
 * style="text-align:center; background:#222222" colspan="4"| UNSC Unit List
 * style="text-align:center; background:#434343" colspan="4"| Infantry
 * Unit_placehold_image.png || UNSC Command Team || Deployed to the battlefield free of cost every 12 infantry units produced. Improves combat values of local units: UNSC Officer increases the morale of all local units. Communications Marine has high line of sight and detection abilities. Field Medic heals local infantry units. || Command Unit
 * colspan="4"| Contents= 1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles.
 * -|Requirements=
 * colspan="4"| Contents= 1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles.
 * -|Requirements=
 * -|Requirements=
 * -|Attributes=

Supplies: 120. Power: 40. Population: 3. Tech Level: 1. Time: 15s. Accessed: Command Center, Barracks, Elephant. Menu Icons: 3, 4, 5, 7, 8, 9.
 * Unit_placehold_image.png || Medical Team || Specialized UNSC medical unit. Light armored. Short-ranged. Heals infantry units. || Support Unit
 * colspan="4"| Contents= 4 UNSC Field Medics with Magnums.
 * -|Requirements=
 * colspan="4"| Contents= 4 UNSC Field Medics with Magnums.
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=

Supplies: 60. Power: 0. Population: 1. Tech Level: 0. Time: 12s. Accessed: Command Center, Elephant. Menu Icons: 3, 4, 8, 9.
 * Unit_placehold_image.png || Science Team || Non-combatant unit. Able to access and use unique systems and technology. || Support Unit
 * colspan="4"| Contents= 3 UEG scientists.
 * -|Requirements=
 * colspan="4"| Contents= 3 UEG scientists.
 * -|Requirements=
 * -|Attributes=

Supplies: 80. Power: 80. Population: 3. Tech Level: 1. Time: 20s. Accessed: Command Center, Barracks. Menu Icons: 1, 2, 3, 4, 5, 7, 8, 9, 10.
 * Unit_placehold_image.png || Combat Drone || Extremely agile flying unit. High accuracy. Effective against infantry. Low Health. || Counter-Infantry Unit
 * colspan="4"| Contents= 4 UNSC Combat Drones with assault guns.
 * -|Requirements=
 * colspan="4"| Contents= 4 UNSC Combat Drones with assault guns.
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=

Supplies: 80. Power: 80. Population: 3. Tech Level: 1. Time: 20s. Accessed: Command Center, Barracks. Menu Icons: 1, 2, 3, 4, 5, 7, 8, 9, 10.
 * Unit_placehold_image.png || Seeker Drone || Explosive homing drone. Effective against infantry. Effective against vehicles. One-time use. || Counter-Infantry Unit
 * colspan="4"| Contents= 4 UNSC Combat Drones with assault guns.
 * -|Requirements=
 * colspan="4"| Contents= 4 UNSC Combat Drones with assault guns.
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=

Supplies: 100. Power: 100. Population: 4. Tech Level: 1. Time: 25s. Accessed: Barracks. Menu Icons: 2, 3, 5, 7, 9, 10.
 * Unit_placehold_image.png || Field Drone || Robotic infantry unit. Act much like Marines, but more accurate, agile, faster and resistant. Susceptible to EMP damage. Susceptible to and  repurposing. || Robotic-Infantry Unit
 * colspan="4"| Contents= 4 UNSC Combat Assembly Units with SMGs.
 * -|Requirements=
 * colspan="4"| Contents= 4 UNSC Combat Assembly Units with SMGs.
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=


 * -|Variants=

Supplies: 200. Power: 0. Population: 2. Tech Level: 1. Time: 30s. Accessed: Command Center, Barracks. Menu Icons: 3, 5, 7, 9.
 * Unit_placehold_image.png || Canine || Specially breed and trained canine for combat against infantry forces. Fast and agile unit. Effective against infantry. Low health. || Counter-Infantry Unit
 * colspan="4"| Contents= 4 battle trained canine.
 * -|Requirements=
 * colspan="4"| Contents= 4 battle trained canine.
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=

Supplies: 200. Power: 40. Population: 2. Tech Level: 1. Time: 30s. Accessed: Command Center, Barracks. Menu Icons: 3, 5, 7, 9.
 * Unit_placehold_image.png || War Hound || Large specially breed and genetically enhanced armored canine, which have been trained for striking large infantry units. Extremely effective against infantry. || Counter-Infantry
 * colspan="4"| Contents= 1 War Hound.
 * -|Requirements=
 * colspan="4"| Contents= 1 War Hound.
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=

Supplies: 140. Power: 60. Population: 5. Tech Level: 1. Time: 25s. Accessed: Command Center, Barracks, Special Forces Menu. Menu Icons: 4, 5, 7, 8.
 * Unit_placehold_image.png || Commando || Highly trained UNSC troops developed in the Covenant War to better combat Elites. Equipped with light exo-skeletons integrated into their BDU. Extremely effective against infantry. Heavy armor. || Heavy Infantry/Special Forces
 * colspan="4"| Contents= 2 UNSC Commandos with SAWs.
 * -|Requirements=
 * colspan="4"| Contents= 2 UNSC Commandos with SAWs.
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=

Vehicle content
Minor, major, high, powerful, small, area, heavy

Unit 1. Upgrade - Contents. 2. Upgrade - Contents.

1. Wingmen - Adds Marines with rocket launchers. Increases health.

Assault

Unit 1. Upgrade - Contents. 2. Upgrade - Contents.

Scout

Mongoose 1. Drift - Mobility increase. /Enables dosing ability. 2. Gungoose - Weaponizes Mongoose. /Enables dual machine-gun attack. / adds light anti-infantry attack/guns. 2. Rocket Launcher - Adds Marine with a rocket launcher. Increase health.

Jackrabbit 1. Mini-Frag Launcher - Weaponizes Jackrabbit. /Enables grenade attack. 2. Booster Engine - Enables booster to jump over enemies and barricades. Can climb steep terrain. 2. Support Drone - Equips drone. Increases line of sight. Detects cloaked units. Drone heals Jackrabbit.

Assault

Warthog / Gauss Hog / Missile Hog / Rocket Hog 0. Passenger - Minor damage increase. Minor health increase. Universal Warthog upgrade. 1. Grenadier - Damage increase. Minor health increase. Universal Warthog upgrade. 1. Grenade Launcher - Damage increase. Universal Warthog upgrade. 1. Rocket Launcher - Damage increase. Universal Warthog upgrade. 2. Utility Bars - Ram damage increase. Armor increase. Universal Warthog upgrade.

Flame Hog 1. Grenadier - Damage increase. Minor health increase. Universal Warthog upgrade. 2. Utility Bars - Ram damage increase. Armor increase. Universal Warthog upgrade. 2. Incendiary Grenades - Replaces Flamethrower with Incendiary Launcher. Increases damage and range. Weapon deals damage over time. Weapon upgrade, Burns ground beneath targets, Damage boost, Range boost

Troop Hog (Transport) 1. Grenadier - Damage increase. Minor health increase. Universal Warthog upgrade. 2. SAWs - Damage increase. 2. Utility Bars - Ram damage increase. Armor increase. Universal Warthog upgrade.

Civet 1. Upgrade - Contents. 2. Upgrade - Contents.

Kestrel 1. Upgrade - Contents. 2. Upgrade - Contents.

Bull / Rat / Lion / Panther / Civet / Ferret

Anti-Vehicle/Structure

Cobra 1. Deflection Plating - Armor increase in lockdown. /when locked down 2. Piercing Shot - Damage increase. /Major damage increase

Kodiak 1. Improved Targeting - Accuracy increase. Range increase. 1. Machine Gun - Enables attack outside of lockdown. 2. Thundering Bolt - Damage increase. 2. Improved Lockdown - Lockdown speed increase.

Rhino 1. Advanced Cooling - Rate of fire increase. 2. Plasma Scorcher - Area damage.

Plasma scorcher, cooler, postproduction

Anti-Air

Wolverine 1. Volley - Special Ability: Enables major damage. Ground attack only. 2. Dual Launchers - Damage increase.

Sun Devil 1. Raining Hell - Special Ability: Enables major damage. Ground attack only. /Infantry attack only. 2. Power Turret - Agility increase. /Turret rotation speed increase. Universal tank upgrade.

Anti-Armor / Heavy

Scorpion (can hold one marine squad) 1. Canister Shell - Special Ability: Area attack. Strong against infantry. Ground attack only. /Major area damage attack 2. Power Turret - Agility increase. /Turret rotation speed increase. Universal tank upgrade.

Grizzly 1. Missile Barrage - Special Ability: Major area attack. Ground attack only. 2. Power Turret - Agility increase. /Turret rotation speed increase. Universal tank upgrade.

Support / Other

Elephant 1. Defense Turrets - Damage Boost. Lockdown only. 2. Ceramic Armor - Armor increase.

Elephant v2 1. Twin Engine - Major speed increase. 2. Ceramic Armor - Armor increase.

Mastodon 1. Light Machine Gun - Enables attack. 2. Higher Capacity - Infantry capacity increase from 3 to 4.

Gremlin 1. Focusing Lens - Damage increase. Range increase. /Major? 2. Chain Amplifier - Chain attack for Special Ability.

Mechs

Cyclops (combat) 1. Shock Rounds - Shots slow vehicles. Increases damage. 2. High-Torque Joints - Mobility increase. Speed increase. Universal Cyclops upgrade.

Cyclops (support) 1. Repair Kit - Heals mechanised units and structures. 2. High-Torque Joints - Mobility increase. Speed increase. Universal Cyclops upgrade.

Logistics Cyclops (anti-structure) 1. Repair Kit - Heals mechanised units and structures. 2. High-Torque Joints - Mobility increase. Speed increase. Universal Cyclops upgrade.

Attack Cyclops 1. Shock Rounds - Shots slow vehicles. Damage increase. 2. High-Torque Joints - Mobility increase. Speed increase. Universal Cyclops upgrade.

Heavy Cyclops 1. Missile Launcher - Major damage increase. 2. High-Torque Joints - Mobility increase. Speed increase. Universal Cyclops upgrade.

Sniper Cyclops 1. Target Locator - Major accuracy increase. 2. High-Torque Joints - Mobility increase. Speed increase. Universal Cyclops upgrade.

Incineration Cyclops 1. Oxide Tank - Damage increase. 2. High-Torque Joints - Mobility increase. Speed increase. Universal Cyclops upgrade.

Aircraft

Hornet (rear support upgrade) 1. Wingmen - Adds Marines with rocket launchers. Health increase. Damage increase. 2. Chaff Pod - Diverts missiles.

Hawk (Sky, Sparrow) 1. Laser Beam - Damage increase. 2. Strafe - Mobility increase.

Skyhawk 1. Advanced Targeting - Accuracy increase. 2. Strafe - Mobility increase.

Falcon (can store a squad) 1. Dual Turrets - Damage increase. 2. Grenade Launcher - Damage increase.

Nightingale 1. Smokescreen - Special Ability: Camoflage ability. 2. Advanced Drones - Healing increase.

https://www.halopedia.org/EV-44_Nightingale

Heavy Combat Pelican 1. Missile Pods - Damage increase. 2. Upgrade - Contents.

Vulture 1. Mega Barrage - Damage increase for Special Ability. 2. Phoenix Missile - Second Special Ability. Major damage increase.

• Pelican • Albatross • Owl • Drone/Wombat • Buzzard/Raptor

Watercraft

Ottar 1. Torpedo - Special Ability - Enables attack. 2. Upgrade - Contents.

Gator 1. Upgrade - Contents. 2. Missile Launcher - Major damage increase.

(Possible titles: Otter, Gator, Shark, Seal, Walrus, Stingray, Orca)

Ottar - Jet Ski (can go underwater/dive?)

Gator - Motorboat

Walrus - Gunboat

Shark - Submarine

Orca - Large Submarine

Scooter - (Diver propulsion vehicle)

Amphibious Marine /

• Flexible. • Quick.


 * Unit_placehold_image.png || Unit title || Unit information || Unit role
 * Unit_placehold_image.png || Unit title || Unit information || Unit role

Supplies: 0-Infinite. Power: 0-Infinite. Population: 0-100. Tech Level: 0-4. Time: 0s-5m. '''Accessed’’’: Command Center, Mobile Base, Unit Producer. Menu Icons: 2-5, 7-10.
 * colspan="4"| Contents= Contains.
 * -|Requirements=
 * -|Requirements=
 * -|Attributes=
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Variants=

UNSC Unit Info
ODST Enforcer (rename "Enforcer" Maybe make a cammando)

Bullfrog

Nightfall Shock Troop (cut)

Assassin

Operative (hacker?)

ONI Agent

Spartan-III

Headhunter

Lone Wolf

New Leader Infobox
Hero units can also be brought to the battlefield. Their abilities are expressed a little bit differently to normal units, so

Unit Infobox continued...
The Standard UNSC Marines are the main infantry units for the United Nations Space Command. They are trained to handle most battlefield situations and are relatively effective against all unit types.

All units have their own unique level of strengths and weaknesses. Unit information and attributes are organized in six different categories;
 * Personal: Number of contained personal, of their kind.
 * Armament: Unit weapons, equipment and special abilities.
 * Health: Unit hit points.
 * Capabilities: Unit strengths and abilities.
 * Cost: Price for the acquisition of units.
 * Additional Information: Miscellaneous details and notes.

Effectiveness Infantry - Green Vehicle - Yellow Aircraft - Red Buildings - Gray

Unit Class: Core Infantry

Accessed Via: UNSC Bases and Minibases

Strengths/Weaknesses: Flexible ground troops Quick capture unit

cellpadding="5" border="1"

Contents: 4 UNSC Marines with assault rifles. Accessed via: Command Center, Barracks and Elephant. Requirements:

UNSC Marine - Main UNSC Infantry Unit= • Contains 4 UNSC Marines with Assault Rifles. • Requirements: 100 resources and tech level 0. • Produced: Barracks, Command Centre, Elephant. • Menu Icon: 1
 * -|Upgrade 1=


 * -|Upgrade 2=


 * -|Upgrade 3=


 * -|Upgrade 4=


 * -|Variants=

New TGW Controls
A notable improvement is the increased ability to zoom in and out more than from the games predecessors.

Menu Button
 * The (in-game) pause menu where the player can resume, save, load saved game, change audio, video and other options, as well as the ability to quit to the main menu.


 * Select all isolated units

UNSC Fleet
http://www.halopedia.org/Template:UNSC_Ships


 * Class-3 Enclosed Heavy Lifeboat, Controlled
 * Command shuttle (SKT-13 Shuttlecraft?)
 * D77-TC Pelican
 * D77H-TCI Pelican
 * D82-EST Darter
 * D96-TCE Albatross
 * Pod (deliver modular fortress)
 * SKT-13 shuttlecraft
 * SKT-21 shuttlecraft


 * Ammunition ship
 * Black Cat-class subprowler
 * Calypso-class exfiltration craft
 * Chiroptera-class stealth vessel
 * Patrol ship (civilian?)
 * ONI prowler
 * Eclipse-class prowler (Post-war?)
 * Razor-class prowler (Post-war?)
 * Winter-class prowler (Post-war?)
 * Sloop
 * UNSC stealth cruiser
 * ONI PRO-49776 (stealth ship/exploration craft)
 * UNSC corvette
 * Mako-class corvette
 * UNSC destroyer
 * UNSC heavy destroyer
 * Paris-class light frigate
 * Stalwart-class light frigate (planetary defense)
 * Charon-class light frigate
 * Halcyon-class cruiser
 * Marathon-class cruiser
 * Valiant-class cruiser
 * UNSC carrier
 * UNSC supercarrier
 * Unidentified UNSC ship (dorsal pods)


 * Calypso - Stealth/Exfiltration Craft
 * UNSC Prowler - Stealth Corvette
 * UNSC Stealth Cruiser
 * ONI PRO - ONI Research Corvette
 * UNSC Corvette - Light Capital Warship
 * UNSC Destroyer - Assault Ship
 * Heavy Destroyer - Assault Ship
 * UNSC Light Frigate - Charon-class
 * UNSC Heavy Frigate - Paris-class
 * Light Cruiser - Halcyon-class (becomes a Marathon-class Heavy crusier in upgrades)
 * Super Heavy Cruiser - Valiant-class

Units display thing
Note Covenant couterparts
 * Calypso - Stealth/Exfiltration Craft
 * UNSC Prowler - Stealth Corvette
 * UNSC Stealth Cruiser
 * ONI PRO - ONI Research Corvette
 * UNSC Corvette - Light Capital Warship
 * UNSC Destroyer - Assault Ship
 * Heavy Destroyer - Assault Ship
 * UNSC Light Frigate - Charon-class
 * UNSC Heavy Frigate - Paris-class
 * Light Cruiser - Halcyon-class (upgrades to the Marathon-class Heavy cruiser)
 * Super Heavy Cruiser - Valiant-class

Support Ships
 * Agricultural support ship (non-combat?)
 * Hudal-class auxiliary vessel (Jiralhanae)
 * Scavenger craft (non-combat)
 * Covenant Stealth ship (crusier/frigate?)
 * Tug (tow ship)

Light Capital Warships
 * Covenant Heavy Corvette - SDV-class
 * Covenant Light Corvette - DAV-class
 * Covenant Heavy Destroyer - CPV-class
 * Covenant Light Destroyer - RPV-class
 * Covenant Super-Destroyer
 * Covenant Frigate - CAR-class

Cruiser Other
 * Covenant Battlecruiser - CCS-class
 * Covenant Light Cruiser - CRS-class
 * Covenant Heavy Cruiser - ORS-class
 * Covenant Armored Cruiser - RCS-class (Battle Cruiser upgrade?)
 * Covenant Invasion Cruiser - Reverence-class (Non-mainstream)
 * Covenant Battleship
 * Unidentified class (Heavy Battleship?) (Halo: The Fall of Reach Definitive Edition, page 376)

Carrier (Bases/Command Centers)
 * Assault Carrier - CAS-class
 * Supercarrier - CSO-class
 * Covenant Carrier - DDS-class


 * Unit
 * *image*
 * Role
 * Role

Buildings display thing


Base components are:


 * ______, such...
 * White_Cross.png
 * White_Cross.png
 * White_Cross.png
 * Any-Level
 * Any-Level


 * ______, such...
 * White_Tick.png
 * White_Cross.png
 * White_Cross.png
 * Dock Level
 * Dock Level

Notes: Space Barriers and Mines are available for any Space Battle regardless of base types.

Map Sizes re-write
Note: also explain in forge mode some points thing that will determine the amount of items recommended for a map.

Units Table
Note: UNSC (Great War faction)

Frame

Base components display
Producers and Command centers Ground Base
 * Unit Producers
 * Advancement Producers
 * Intro
 * Bases and Base Components

"A new topic about battle deployment and technology levels (Camp, Stronghold, Fortress)."

Base components are:


 * Command Posts are a main and an essential part for low-level buildings, many important base operations are held around and within it.

(Camp-Level) Buildings Camp Level Technology Stronghold Level Technology Fortress Level Technology

Material and building level

\ Scenery/producers

Building function

not thingy
▪	Camp Level Technology is the technology from all the Camp Level Components that can be placed in abandoned buildings and structures for greatly increased defense.

▪	Stronghold Level Technology is the technology from all the Stronghold Level components that can be placed in abandoned buildings and structures for greatly increased defense. Stronghold Level Technology has a variant of each Stronghold structure and producer. ▪	Fortress Level Technology is the upgraded technology of all the Stronghold Level Technology.

Refuge Technology Adaption Note: Sometimes abandoned structures that would normally be seen as just part of the scenery, can be used as temporary bases by some factions which allows a cheaper and faster way of setting up, it also provides extra secrecy. Adapting scenery into a base is done when the player selects a structure, then once the Circle Menu appears on all Icons a selection of different building types (relating to what is suitable to the sort of size and shape of the building) Vehicles and other large things are Though some structures can only

TGW Navboxes
UNSC Base:
 * Firebase: 3 buildpads
 * Combat Station: 5 buildpads
 * Command Center: 7 buildpads
 * Headquarters: 9 buildpads

UNSC Base: Firebase • Combat Station • Command Center • Headquarters

Banished Base: Outpost • Stronghold • Citadel • Fortress

Supply Pad: Produces resources. Generator: Produces power.

Harvester: Produces resources. Power Extractor: Produces power.

style="padding:4px; border-radius: 0.5em; -moz-border-radius: 0.5em; -webkit-border-radius: 0.5em; -o-border-radius: 0.5em; -ms-border-radius: 0.5em; text-align:center; background-image:-moz-linear-gradient(top, #004E87 15%, #002844 85%); background-image:-webkit-gradient(linear, 0% 0%, 0% 100%, color-stop(15%, #004E87), color-stop(85%, #002844)); width:600px;" align="center"

More Navboxes
^missing
 * name  = Zero2
 * title = Zero2
 * group1 = One
 * list1 =  One

Tabber
Primary Weapon: Service rifle, cannon etc. Secondary Weapon: Melee, handgun etc.

First Tab Title=First tab sample text.
 * -|Second Tab Title=Second tab content goes here.
 * -|Third Tab Title=Third tab content goes here.

App=*text
 * -|Armory=*text

Health: 1-100.

background-image:-moz-linear-gradient(top, #4E4E4E 15%, #303030 85%); background-image:-webkit-gradient(linear, 0% 0%, 0% 100%, color-stop(15%, #4E4E4E), color-stop(85%, #303030));

4E4E4E 303030

background-image: -webkit-linear-gradient(bottom, rgb(303030) 38%, rgb(4E4E4E) 69%);

background-image: -webkit-linear-gradient(bottom, rgb(0,109,176) 38%, rgb(0,140,227) 69%);

background-image: -webkit-gradient(linear, left top, right bottom, color-stop(0, #FFFFFF), color-stop(1, #00A3EF));

!align="center" style="text-align:center; background-image:-webkit-gradient(linear, 0% 0%, 0% 100%, color-stop(95%, #5E9141), color-stop(05%, #7BBA54)); color:#FFF; font-family:calibri;" color="#FFF" colspan="3" Gradient|Information

Note: Search TGW for knowledge on Ally Support.

TGW Navbox List (finals)
Factions

Do not update until Factions system has been completely re-done.

Bases

Producers

Units infobox

Units faction list

Campaigns table
Chapter 1 - The Harvest Campaign (March 1, 2526 - February 4, 2531)