CyberStorm 2: Corporate Wars
CyberStorm 2: Corporate Wars | |
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Developer(s) | Dynamix |
Publisher(s) | Sierra Entertainment |
Platform(s) | Microsoft Windows |
Release | 1998 |
Genre(s) | Turn-based tactics |
Mode(s) | Single-player, multiplayer |
CyberStorm 2: Corporate Wars is a turn-based strategy game developed by Dynamix and released in 1998 as a sequel to MissionForce: CyberStorm. It was published by Sierra Entertainment.
Plot
CyberStorm 2 takes place long after the events of the first game, with the Cybrids no longer representing a major threat.
A jumpgate has been discovered in the Typheous system, and eight earth corporations all want to control it. Each of them therefore starts up a branch in the system, and begin to battle it out with the latest in military technology.
Gameplay
The game is played from a top-down isometric view-perspective. In some respects it is quite similar to MissionForce: CyberStorm, using many of the same graphical assets, although several changes to the gameplay has been made.
There are two modes of play: turn-based and real-time. The player begins by choosing which corporation he or she wants to work for, each of which has their own strengths and weaknesses in different areas, such as finances, engineering and bioengineering as well as military capability.
The player progresses through a selection of random missions with special missions becoming available from time to time. These are written scenarios and tend to be quite profitable. The eventual goal is to take over the entire system by defeating all rival companies.
Corporate Mechanics
There are other changes to the game mechanics as well: the player is now responsible for maintaining almost everything, from research allocation (needed to develop new weapons and other technologies), to base construction and defenses. Essentially, the player is in charge of a subsidiary of the parent corporation.
The player must secure all income for his/her base by setting up mines, either by finding unclaimed mining areas or destroying mining operations of rival corporations. Although the player can earn money on mission rewards, steady income only comes from the number of mines that the player can keep up.
Income from mines is the only form that can be allocated to research. This is a critical part of the game: the player determines how fast the technology levels of weapons, armor, shielding, life support, sensors, etc. will progress by allocating funds to the various sections of research and the technology level of his/her command building in the base.
The player must also maintain the base. Options include improving the technology levels of the buildings, which make them harder to destroy and give them improved capabilities (command center controls research ability, vehicle bay technology level limits the types of units that can be built, launch pad limits the number of units that can be sent off world, turrets technology level controls their firepower).