Titan: Infiltration

Entropy Combat Zone

Environments

You will encounter a number of discreet environments as your journey progresses through ever more challenging and complex missions towards the final goal of removing Mistress Yang from her seat of power at the head of Titan Corporation.

  • Command HQ: Whilst the majority of your engagements will take place on the many islands to be found on Entropy, they will all begin in the same place: Your units Dark Site HQ on the Council home world. From here you will be able to make mission selection decisions and read up on any intelligence associated with a given mission. You will also be able to explore the immidiate surroundings to see what the HQ has to offer.
  • Starship Command Deck: Command and Control for any given mission takes place on the bridge of your teams Star Ship and all stratecic actions and decisions take place here, the more tactical actions that are carried out agains tthe units planet side, views of which are available on any bridge console via the array of stealth drone cames Titan Corporation maintain to audit each conflict.
  • Entropy: The majority of combat will take place on the many, and varied islands that have been cleared for use across the surface of Entropy. Whilst they are dispersed across all lattitudes and climate and most are fairly benine in their own right, there are unconfirmed reports that some islands have especially hostite native wild life and some are rhoumered to house partially abandoned research facilities containing failed Titan Science experiemnts.
  • Titan Orbital: As you progress ever deeper in to the missions, intelligence suggests that, at som epoint, you may need to infiltrate the various zones of the Titan Orbital being maintained in geo-synchronous orbit above Entropy. It is from here that overwatch of all the war games is maintained and it is believed there is evidence scattered across the data cores in each zone that collectively point to the location of Titan Corporations *actual* home world, rather than the facad they maintain for PR purposes.
  • Titan Homeworld: Similar in some regards to Entropy but with considerably stronger offensive and defensive abilities. Inteligence suggests there are a number of perimiter zones that need to be cleared before the final assault on Titan HQ but this is yet to be verified

Mission Intel








Coming Soon...




Mission Selection








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Configuration Profiles








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Black Ops Missions








Coming Soon...




Black Market








Coming Soon...




APC Bot








In much the same way as the APC Boat is used to securely transport troops by water, the APC Bot is used to transport them over land. Typically, these are often used to evacuate crew from facilities and outposts that are at risk of falling to the enemy. If the troops simply evacuated the building, they would be quickly cut down by enemy fire, the APC Bot affords a degree of protection to evacuating them in large numbers and pulling back out of range of enemy fire.

The APC employs the same optimised transporter technology for the loading and unloading of other mobile unts. Whilst usually these are troops, they can also be other vehicles that are damaged beyond local repair or have run out of fuel, if an ARS unit is not available to fix them.




ARS Bot








The Automated Repair System bot is one of the most important mobile units available. It is comparatively quick and cheap to manufacture and can breathe new life into units that have been heavily damaged in battle or run out of fuel before they were able to return to their outpost.

As with other ARS units, the ARS Bot uses a scaled up implementation of the ARS component that can be fitted to all units, enabling them to attempt localised repairs based on respective component priorities driven by mission profiles. It is coupled with industrial grade short range replicators that allow for surgical precision in the removal of irrevocably damaged items and their replacement with newly created counterparts.

Additionally, the ARS Units can carry additional fuel reserves which are replenished when they unit is garrisoned to an outpost equipped with refuelling pods. These fuel reserves can then be used to refuel other mobile units to allow for their recovery or to continue with the mission as planned.




Assault Bot








As with boats, the Assault Bot is the highest specification bot available in terms of component slots and upper limits on maximum configured mass, heat, and power output. It can be configured in either a defensive mode to provide protection for other units or in offensive mode where it leads the charge!




Comms Bot








In keeping with other comms units, the comms bot is designed to be equipped with comms extenders to greatly increase the distance over which it can maintain communications with the resource network. It can also be equipped with comms jammers which will attempt to overpower and disrupt the comms extenders of any enemy units in range, thereby preventing any units it is providing coverage for from receiving new orders. This can be highly disruptive to enemy strategies if used effectively.




Deployment Bot








Aside from the initial complement of officers, the deployment bot is the only other hardware available at the start of any mission (excluding action training missions available in the simulator once unlocked for a given island). Its first action is always to build the initial command centre so a secure connection can be established to the star ship and its command team in orbit.

Deployment bots are used to create all facilities and outposts and are often configured with environmental scanners to scout an area prior to deployment and provide detailed environmental data to the command team so they can locate the optimal placement of certain facilities and outposts such as Reactor Facilities and Wind Farm Outposts. This data is also used to assess the effectiveness of stealth tech such as thermal vision, thermal stealth, and night vision. This has a direct bearing on the strategies that the various combat computers will devise so the more data on local conditions the better.

The deployment units all work by preprograming their nanotech payloads to create the desired structure upon detonation. The nanotech will restructure local surroundings and use the energy released to fuel the construction of the desired unit.

They are not, however, used to create mobile units – this takes place in the respective outpost.

In addition to garage outposts, the command centre can also create deployment bots, albeit at a reduced throughput – if the bot is lost before command centre construction is underway, a new drop ship must be requested from orbit which can take some time and will leave you at a disadvantage compared to other combatants so be sure to take good care of it – some of the wildlife is not friendly and deployment bots have very limited offensive and defensive abilities.




Recon Bot








As with other recon class units, the recon bot is designed to be fast, agile, and loaded with stealth – it is a small unit and ideal for leveraging the cover of forests and wooded areas to further reduce its visibility.

Typically equipped with a range of components to scan the offensive and defensive might of enemy installations, it provides invaluable strategic data to help shape the decisions made by both the command team in orbit and the combat computers installed in the various unit’s planetside. As new intelligence is discovered, it is distributed in real time across the RTN and comms networks to update all other unit AIs.

Recon units can, as with deployment units, be equipped with environmental scanners that are used to build up a more accurate picture of local environmental conditions which can impact everything from reactor placement to what countermeasures to equip units with (thermal vision and stealth are more effective in colder conditions, for example)




Command Centre Facility








The Command Centre is the single most important unit in the entire inventory. It is responsible for establishing and maintaining the communications uplink with your star ship in orbit above Entropy and acts as a relay for all strategic orders from the command team to the other facilities and outposts as well as to the officers directly responsible for the mobile units.

Due to the criticality of this unit, it is strongly advised to build at least one additional facility a significant distance from any existing command centres to provide geographic resilience to the command uplink.

As far as the ECZ rules of engagement are concerned, a team is deemed to have forfeit the campaign if they have no viable command centres connected to their RTN.

Unlike any other facility, the command centre does have very limited mobile unit production capabilities, albeit at a much-reduced throughput and product line. It can create additional deployment bots (but not deployment drones due to the increased complexity involved) and it also, like the barracks outpost, can create officers and crew mates for all unit types. It can not create combat troops or any other form of mobile unit.




Military Facility








Whilst military facilities do not directly contribute to the operation and expansion of the RTN in the same way reactor, production, and research facilities do, they nonetheless fulfil an invaluable service. They have an above average number of RTN interfaces, on a par with a command centre, and they are exceptionally hard to kill! This is owing to an increased number of component and weapon slots and greatly increased operational tolerances regarding power and heat management.

They are typically used to fortify strategically important areas, either geographically or from the perspective of the RTN mesh topology. In addition to affording considerable protection to other units in range, they can smooth hot spots on the RTN mesh to allow power to flow more freely where it is most needed.

As with all other facilities and outposts, if you can get close enough by punching a hole through their defences, military facilities can be fully explored and attacked from within, although you should expect to encounter a much increased combat resistance inside to make the formidable weapons systems outside.

Locating the historical artifacts in these facilities is one of the hardest things you will need to do in the campaign!




Production Facility








Apart from a small subset of mobile units the command centre can manufacture, the production facility is responsible for all mobile unit production throughout the entire engagement. Production requests are submitted to the facility via any of the outposts responsible for mobile unit management with the outpost typically selecting the closest production facility under the least load.

The facility maintains a schedule of works for all requests submitted by all outposts and, by default, they are processed in the order they are submitted, although any given build request can be reprioritised to the top of the list to get rushed through.

As a given build is nearing completion, the facility will request an allocation of power from its closest, least loaded reactor facility (which may well not be the same one powering the requesting outpost). The reactor will reserve the requested amount of energy and transfer it over the RTN to the production facility. Once the unit is built, it is then dematerialised and transmitted over the RTN again to the requesting outpost where it undergoes final re-materialisation and assigned its initial combat orders.

If any RTN interface connections become oversubscribed due to power demands of downstream facilities and outposts, the speed with which mobile unit related energy transfers take place may well decline, unless it has been prioritised above servicing operational power. In this case, mobile unit builds will continue to operate at 100% but there may not be sufficient power to sustain high load when downstream buildings are under heavy attack and have many systems operational.




Reactor Facility








In terms of criticality, the reactor facility is only second to the command centre. The efficient extraction and distribution of geothermal energy is the primary resource to manage across the battlefield, which is supplemented with secondary energy reserves from wind farms.

It is usually the second facility built but don’t be tempted to rush the process and build adjacent to the command centre just to get it operational as quickly as possible! The efficiency of the reactors is, in part, driven by the thickness and composition of the crust at a given location. Equipping your deployment bot with an environmental scanner (and upgrading that scanner as quickly as possible) will start to build a resource heat map that shows you the optimal build sites as well as those best avoided. Choosing the correct location can double or even triple the amount of power a reactor can provide per unit time!

Be sure to also think about the placement of your reactors as your forces expand across the island. As all facilities and most outposts have at least three interfaces, as much as possible you want to plan for multiple, diverse routes of power to each building. Having a long chain of buildings stretching across the island may help you cover territory more quickly, but what happens if one building in that chain is lost and you have no alternate paths? Suddenly you have a number of facilities and outposts, potentially behind enemy lines, running on internal power only which may be enough to keep the lights on for five minutes or so.

Additionally, if a building is disconnected from the RTN and has no path back to a command centre, you can’t issue any new orders to that unit, and it will be unable to forward orders on to any mobile units in comms range.

When it comes to planning the topology of the resource transfer network, play for the long game, not the quick wins; it is the single most important resource you own.




Research Facility








The only conventional means of progressing through the tech tree and expanding the array of technology available to your team is by undertaking research and that requires the construction of research facilities. In line with the ECZ rules of engagement, you must go on to win that campaign to retain any research undertaken in any given campaign. If your team loses, all research gained is forfeit. Additionally, you can acquire research from the black market prior to descending from orbit – the technology still needs to be acquired in order (you can't just jump to the latest and greatest) but you do get to retain it no matter the outcome planet side.

Much the same as production facilities, research activities are added to a work queue and are processed in the order they are added. As with production facilities, research can be prioritised and pushed to the top of the queue but if it's ultra-urgent, it can be distributed across all research facilities. This greatly accelerates the process but comes at a cost to other research activities in progress.

As with all other units, when the research facility is actively researching, it will draw considerably more power than when it's simply in an idle state.

Research can be undertaken either from the tech tree map on the command bridge or from the HUD when selecting any unit. In both cases, the research is automatically assigned to the facility with the least load at that time. Once a research task completes, the tech is immediately available to all production facilities and can be used for construction. Existing units are not upgraded unless they are garrisoned and told to do so.

All configuration profiles for units will automatically select the most advanced version on any weapon or component available, assigned to a given slot.




Stockpile Facility








The stockpile facility is very much a strategic tool. It is used to securely store pre-created mobile units ready for rapid deployment in response to threats. It serves to smooth out the impact on power draw when large numbers of units are required quickly as they have been pre created and ‘cached’ during periods of low demand.

When needed, the mobile units can either be re-materialised directly by the stockpile facility or transported via the RTN to any suitable outpost for re-materialisation. While there is a load on the RTN to transfer the energy pattern, this is considerably lower than the energy required to perform the initial build and the units are transported to where they are most needed much faster than it would take to build them from scratch or pull them in from other areas.

Critically, the units in storage are impervious to damage as long as the facility remains operational. The facility can be configured to perform an emergency dump of its stored units to other stockpile facilities or, indeed, outposts, should it become critically damaged and is at risk of failing.

A word of caution, however, is that if a stockpile facility should be sequestered by enemy forces by hacking, they will gain access to all stockpiled units in addition to the facility once they connect it to their RTN. In most cases, it would be preferable to initiate self-destruct than allow a stockpile facility to fall into enemy hands.




Barracks Outpost








The barracks outpost is responsible for the creation, garrisoning and repair of all humanoid based units including combat troops, officers, and all crew.

As with other unit types, the barracks outpost is configured in accordance with the selected deployment profile. Within the configuration maximums of the current research level, the outpost can be configured with the desired weaponry as well as internal components that influence all aspects of its operation from how strong the shields are to how long it can run its defences without RTN power; from how much stealth it has, to how many units it can repair at the same time – everything is fully within your control.

Troop units are no different to other mobile units in that they need fuel to power their internal systems. Any mobile unit equipped with a combat computer will interrupt its current orders when fuel reserves reach a critical level and attempt to make its way back to the nearest suitable outpost with a refuelling and repair pod installed. The unit will auto-garrison within range and connect itself to the pod so that it can be fully repaired and refuelled before being returned to the battlefield to resume its mission.

If you do not use a combat computer, you will need to keep a closer eye on alerts for low fuel conditions so you can intervene and instruct the unit to refuel.




Comms Outpost








Communications outposts offer much increased coverage of the communications signals required to keep mobile units in contact with the RTN and therefore the command centres and the command team in orbit. Typically, they are also equipped with a number of radar range boosters to provide increased coverage of the surrounding area, so the mobile units don’t encounter any surprises.

While these outposts do not offer the kind of comms range increase found with the communications range extender that can be equipped to comms units, it is still 2-3 times that of other facilities and outposts. It is typical to also deploy some defensive capability around these units as they are often in more remote locations and their loss will sever access to any mobile units within the footprint.




Comms Outpost








The dock outpost is one of the more specialist outposts that can be deployed. They must be near either a large lake or the coastline in order for their ultra-short-range transporters to be able to place the boat or sub in sufficiently deep water.

Due to their proximity to water, they only ever have two RTN interfaces which may have a bearing on the RTN mesh topology you are striving to create so be sure to plan accordingly.




Garage Outpost








Garage outposts are the most versatile of all outposts as they can produce tanks, bots and mechs all from the one location. As with dock, hanger and barracks outposts, the garage outpost can be equipped with refuelling pods as one or more of its internal components so that any mobile unit the outpost can produce can be refuelled and repaired when it is garrisoned.

When these outposts are being explored internally, as with most other components they can be configured with, you are usually able to locate them and attack them from within. In a similar vein to the stockpile facilities, the refuelling pods can be configured to automatically decouple any attached unit and re-materialise it if the pod is in danger of being terminally damaged. If this is not configured, destroying the pod from within will also destroy any unit it contains.




Generator Outpost








Generator outposts are highly strategic units. They have very limited offensive or defensive capabilities so are typically deployed near much stronger facilities or outposts. They operate by drawing comparatively low levels of power from the RTN during periods of low load to charge their fuel cells which can then be expended to drive the generators during periods of high load and supplement the available power to the RTN in that location.

Unlike reactors and wind farm outposts, they have a finite runtime depending on the research level and quantity of fuel cells and generators they are equipped with. Once all fuel is expended, they will shut down until they can be recharged.

They are invaluable additions to installations along active front lines where extended, heavy conflict places additional burden on power reserves.




Hanger Outpost








Hanger outposts are responsible for the production of all drones available to the command team. As with other unit production outposts, they can be equipped with refuel and repair pods that allow any garrisoned drone to be fully repaired and refueled, subject to the outpost having sufficient power available.




Weapons Platform Outpost








Description coming soon...




Captain








The captain is the most senior ranking officer to be found planet side and they report directly to the command team in orbit. The command team can manage up to 6 Mk I, 7 Mk II and 8 Mk III captains, each of which can have up to 6, 7 and 8 Lieutenants reporting to them respectively.




Lieutenant








Each Mk I, Mk II & Mk III Lieutenant can command 6, 7 and 8 Sergeants respectively.




Sergeant








Each Mk I, Mk II & Mk III Sergeant can command 6, 7 and 8 mobile units of any type respectively. Operationally you may choose to align your units either by type or by geographic location to allow for the optimal grouping of orders based on your personal strategies.