![]() That's when a player who's handy with a helicopter or jet would shine, of course, but I never quite got to grips with any of the aircraft. Choppers are much less hassle to launch and land but god they're fragile It wasn't long before I defaulted to spotting and sniping most defences from the carrier's big guns, unwilling to trust air units with little sense of self-preservation or initiative, and unwilling to wait for buggies and tanks to crawl slowly to the beaches only to immediately run out of ammunition and have to come back. Playing it with any degree of competence, however, is another matter entirely. Playing Carrier Command 2 is fairly easy. Between a reasonably-pitched tutorial and help menu and experience with similar games, I was quickly comfortable. Aircraft, however, are a game unto themselves, and probably the biggest roadblock to anyone wanting to dive in. Ground vehicles are simple enough (and amphibious, the one case where Hostile Waters was actually a lot fiddlier) to handle, although you'll still need to pay attention to the rangefinding readout once it's tank time if you want those shots to count. Most of your work will be co-ordinating and planning and tweaking orders, and when you do take the wheel, you'll be greeted with a sim befitting the original. This is not the action-first interpretation of Carrier Command's other descendant Hostile Waters, though. Playing it with any degree of competence, however, is another matter entirely." "Playing Carrier Command 2 is fairly easy. No, any time your drone vehicles are off the ship, you can connect to them remotely, either to passively supervise and spot from a circling recon ship, or to actively take over control, and crash into as many missiles as you damn well please. Because, you see, you're not just pushing icons around the map or watching helplessly from the bridge as another helicopter jinks directly into an oncoming missile. It is, like last week's HighFleet, big on diagetic interfaces, although as with that game, sensible concessions are made when it comes to the action sections. Practically speaking, what you will be doing is flicking switches, peering through binoculars, and switching off the monitors you're not using because you're energy conscious and then forgetting which one does what when you need them again, because you're also an idiot. ![]() You, of course, control one carrier, with the freedom to attack wherever and however you like. Two automated carriers set out to sink one another by directing land and air vehicles, and in between them are dozens of islands, each defended by AI vehicles and turrets hostile to both carriers, and each home to a base that, if captured, can manufacture replacement vehicles, weapons, and supplies. The idea is compelling enough that it's frustrating it's been so rarely revisited since the 1988 original. But I think this falls a little too short of its potential as a single player game to fully win me over. But after playing it for several days, I'm still nowhere near an expert. A fair bit of the satisfaction springs from mastering all its parts, both discretely and in combination. Its very concept depends on there being a lot to manage, and much of its challenge comes from having to deal with that. This strategy battle game has a lot of potential for co-op, but single player has you spinning a few two many plates (and maps, and vehicles) for it to be really enjoyable. getElementById ( 'game' ) Ĭonst context = canvas. When you become a Patron, you get access to behind the scenes development logs, the ability to vote on which games I work on next, and early access to the next Basic HTML Game. Other Basic Gamesīasic HTML Games are made possible by users like you. Giving attribution is not required, but appreciated. There's no need to ask permission before using these. ![]() (CC0 1.0 Universal) You're free to use this game and code in any project, personal or commercial. This series is meant to give a basic outline of the game but nothing more. ![]() Important note: I will answer questions about the code but will not add more features or answer questions about adding more features. The missiles should only be able to destroy 3 cities per level.The player should only be able to fire 3 counter-missiles at a time.In each level there are bonus targets that move across the screen that award the player with additional points.At the end of the level the player should earn 5 bonus points for each missile still in a silo and 100 bonus points for each city still alive.When a missile explodes (not a counter-missile), the score should increase by 25.This is a basic implementation of the Atari Missile Command game, but it's missing a few things intentionally and they're left as further exploration for the reader. Basic Missile Command HTML and JavaScript Game
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