Кіріспе
Metal Marines – Namco компаниясы Super Nintendo Entertainment System платформасы үшін жасаған нақты уақыт стратегиялық бейне ойын. Ол Mindscape компаниясымен Microsoft Windows компьютерлеріне порталданды. Кейіннен Жапонияда Militia деген атаумен шығарылды. Super NES нұсқасы 2007 жылдың 10 шілдесінде Жапонияда Wii үшін, ал 2015 жылдың 4 наурызында Wii U үшін, сондай-ақ 2007 жылдың 15 қазанында Солтүстік Америкада Wii үшін Virtual Console арқылы қайта жарық көрді.
Сюжет
Ойын 2117 жылы, Антиматерия соғысынан екі жыл өткен соң өтеді. Ойыншы әскери күштерді басқарады, оның негізгі құрамы – Металл теңізші: 16 метр (50 фут) биіктігі, 93 тоннадан астам салмақты меха. Ойынның PC және SNES нұсқаларында сюжеттің өзінде болатын бірнеше ұсақ айырмашылықтар бар. PC нұсқасында ойыншы "Біріккен Жер Империясының" ("қысқаша Империя") командирін басқарады – Біріккен Ұлттар Ұйымының болашақтағы нұсқасы. Зоргефтің қарсы күші – диктаторлық үкімет. Барлық ғарыш колонияларын бағындырғаннан кейін, Зоргеф Жерге көз тігіп, планетаны қорғау үшін ойыншы қару алуға мәжбүр болады. SNES нұсқасында ойыншы "Ғарыш Колонияларының Біріккен Күштерінің" ("SCAF" деп қысқартылады) командирін басқарады, бұл тәуелсіз ғарыш колониялары құрған одақ. Басты міндет – Жерге шабуылды жеткізу, ол қазір Зоргефтің империясының ықпалында. Мақсаты – Зоргефтің басқыншылығына ұшыраған Жердегі адамдарды құтқару және Ғарыш колонияларының болашағын қамтамасыз ету. ПК нұсқасының арнайы "Мастер-шығарылымын" Mindscape 1995 жылы жарыққа шығарды. Master Edition-да кейіпкерлерге дауыстар қосылды, GUI-дың (графикалық интерфейс) жалпы көрінісі өзгерді, сондай-ақ ойын жақсырақ дыбыс эффектілері мен ескерту сигналдарына ие болды. Екі нұсқада да ойын 20 миссиядан тұрады, онда ойыншы жау күштері жеңілгенге дейін Жердің бағындырылған территорияларын қайтаруға тырысады. Ойын құрылысы изометриялық стильде жүзеге асырылады, ал жау территориясына шабуыл жоспарлау кезінде әуе желісі стилі қолданылады. PC нұсқасында екі ойыншы да бір уақытта шабуылдай алады, ал SNES нұсқасында фракциялардың бірінен бір уақытта тек бір шабуылға ғана рұқсат беріледі.
Кейіпкерлер
Ойыншы: ПК нұсқасында ойыншының кейіпкері Империяның қолбасшысы, оның миссиясы Жерді қорғау және Зоргуфтың шабуылын қайтару. SNES нұсқасында ойыншы Зоргуф Империясының билігіндегі Жерді қайта басып алуға міндеттелген SCAF командирі рөлінде. Эрнест Боуман: ПК нұсқасында ол J. R. Боуман деп аталады және Mission Zero (Оқу) бағдарламасында сізді оқытатын сержант, сондай-ақ Империяның басты кеңесшісі және бұрынғы SCAF Жоғарғы қолбасшысы болып табылады. SNES нұсқасында ол Эрнест Боуман деп аталады, SCAF үшін барлау кеңесшісі қызметін атқарады, сонымен қатар бұрынғы Жер Федералды күштерінің қолбасшысы. Онака Крафт: Сержант Онака Крафт байланыс офицері, оның міндеті жау хабарламасы келіп түскен кезде ойыншыны хабардар ету. ПК нұсқасында ол Империя үшін жұмыс істейді, ал SNES нұсқасында ол SCAF офицері. Харлан Сандерс: Сержант Харлан Сандерс ПК нұсқасында Империяның логистикалық офицері және Металл теңізінің инфрақұрылымы мен логистикасын басқаратын бас инженер. SNES нұсқасында оның эквиваленті жоқ, бірақ SNES нұсқасында ол SCAF және Металл теңізі үшін сержант және инженер ретінде жұмыс істейді деп болжауға болады. Уильям "Билл" Гарланд: Командир Билл Гарланд – ойыншы кездесетін алғашқы жау. ПК нұсқасында ол SCAF-тың Солтүстік Америкаға шабуыл жасау командирі, ал SNES нұсқасында ол Империяның Солтүстік Америкадағы әскери операциялардың командирі. Джоан Байль: Командир Джоан Байль – басқа командирлер тиімді әрекет ете алмайтын жағдайларда шабуылдарға басшылық ететін қарсылас командир. ПК нұсқасында ол SCAF үшін жұмыс істейді және оның аты Джоан Райл. SNES нұсқасында ол Империяның командирлерінің бірі. Лифтен Швальц: Жоғарғы қолбасшы Лифтен Швальц – ойыншы күресетін үшінші жау. ПК нұсқасында ол Еуропаға шабуыл жасау командирі және SCAF-тың екінші тұлғасы, ал SNES нұсқасында ол Империяның Еуропалық әскери операциялардың командирі. Николай И. Зоргуев: Ойынның жау фракциясының басты басшысы. ПК нұсқасында ол Ұлы Зоргеуф деп аталады. SNES нұсқасында ол Ұлы генерал Николай Иванович Зоргуев деп аталады.
Ойын процесі
Ойын ішінде ойыншы жау территориясына шабуыл жасап, өзін қорғауға мүмкіндік беретін шабуылдық және қорғаныс құрылыстарын салуға баса назар аударады. I.C.B.M. силососынан басқа барлық құрылыстар картада бір шаршыны алып жатады. Екі фракцияға қол жетімді ғимараттардың тізімі:
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Базалар: Базалар – ойынның ең маңызды ғимараты. Ойыншы операцияны бастамас бұрын аралда үш база салады. Жаудың әр миссияда бір, екі немесе үш базасы болуы мүмкін. Базаларды қайта салуға болмайды, ал ойыншы аралындағы барлық базаларды жоғалту ойынның автоматты түрде аяқталуына әкеледі. Жаудың барлық базасын жоғалту ойыншыға келесі операцияға өтуге мүмкіндік береді.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Зымырандар: Жау құрылыстарына қарсы стандартты ұзақ қашықтыққа шабуыл құралы, оны іске қосу үшін 4К энергия қажет. Зымыран шабуылы 3x3 шаршы аймақты зақымдайды. Оны екі зымыранға дейін жаңартуға болады, онда әр шабуылға 8К энергия қажет. Ойыншы да, жау да бір шабуылға ең көп дегенде 4 зымыран жібере алады.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Ауаға қарсы батареялар (АҚБ): Жау зымырандары мен көліктік кемелерінен аралыңызды қорғаудың жалғыз жолы. Олар жау зымырандары мен көлігіне қарсы бір зымыранды ұшырады, соққы беру мүмкіндігі бастапқыда 50% құрайды. Зымыранды жою үшін бір соққы жеткілікті, ал көліктік кемелерге сегіз соққы қажет. Оны екі зымыранды бір уақытта ұшыратын қос АҚБ-ға жаңартуға болады.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Metal Marine (Металл теңізшісі): Ойынның символы. Бұл жау территориясына шабуыл жасауға немесе өзіңізді қорғауға қолданылатын робот. Стандартты бірлік Gunner I (Ганнер I) деп аталады, оның 40 HP күші бар және әр шабуылда 8 HP зақым келтіреді. Жаңартылған Metal Marine (Металл теңізшісі) Gunner II (Ганнер II) деп аталады, алтынмен әшекейленген, қозғалу жылдамдығы біршама жоғары, 60 HP күші бар және 9 HP зақым келтіреді. Жау территориясына шабуыл жасау үшін әуе көлігімен тасымалданатын үш Metal Marine-ді ғана таңдауға болады. Сондай-ақ, сіздің аралыңызды жау Metal Marine-дерінен тек үш Metal Marine бір уақытта ғана қорғай алады. Metal Marine-дер шабуылдау үшін үш түрлі қаруға ие:
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Normal Gun (Нормал қару): Metal Marine-дер мен Gun Pod-тарға (100% Marine/100% Pod) бірдей зақым келтіреді. Ұзақ қашықтықтағы қаруы – Gatling қаруы, ал қысқа қашықтықтағы қаруы – көк қылыш.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Anti Metal Marine Rifle (Анти-ММР мылтығы): Жау Metal Marine-сіне 50% көп зақым келтіреді, бірақ Gun Pod бункерлеріне 50% аз зақым келтіреді (150% Marine/50% Pod). Ұзақ қашықтықтағы қаруы – мылтық, ал қысқа қашықтықтағы қаруы – балта.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Anti Gun Pod Bunker (Анти-ПОД бункері): Gun Pod бункерлеріне 50% көп зақым келтіреді, бірақ жау Metal Marine-сіне 50% аз зақым келтіреді (50% Marine/150% Pod). Ұзақ қашықтықтағы қаруы – гаубицаға ұқсас базука, ал қысқа қашықтықтағы қаруы – қызғылт электр қамшысы.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Gun Pods (Қарулы кабиналар): Құрлықтағы қорғаныстың стандартты бірлігі. Оның Metal Marine-мен салыстырғанда қарсыласу қабілеті бірдей және зақымдануы да шамалы. Тек толық HP күшіне немесе одан аз күші бар I топтық Metal Marine-дер ғана Gun Pod бункеріне жеңіледі. АТ ПОД және НОРМАЛ Metal Marine-дер толық күшпен Gun Pod бункерін жоя алады, тірі қалады.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Жер миналары: Жер миналары картада жау фракциясына көрінбейді. Оларды жау зымырандары жоя алады және жау Metal Marine-дері іске қоса алады. Әрбір мина Metal Marine-ге 30 HP зақым келтіреді.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Ауа радары: Сіздің аралыңызда салынған әрбір радар станциясы әрбір АҚБ-ның соққы беру мүмкіндігін 5%-ға арттырады, ең жоғары тиімділік 100%-ға жетеді.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
I.C.B.M. Silo (I.C.B.M. силососы): Ең қымбат ғимарат, салуға ең көп уақыт кетеді және көлемі жағынан ең үлкені, өйткені ол 3x3 шаршы жерді алып жатыр. I.C.B.M. силососы жұмыс істеуі үшін тоғыз шаршысы да сақталуы керек, егер бір шаршы бұзылса, I.C.B.M. қаруын іске қосу мүмкін емес. Іске қосу құны 950К энергияны құрайды және 2117 жылғы оқиғаны бастаған антиматерия ресурсын пайдаланады. I.C.B.M. қаруын АҚБ жоюға болмайды, өйткені олардың қашықтығына кірмейді, сондықтан ол 3x3 алмаз радиусын жоюға кепілдік береді, барлығы 25 квадрат жау жері.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Жеткізу штабы: Ойыншының әрбір Жеткізу штабы ғимараты секундына бір қосымша ақша ағынын қамтамасыз етеді (+1$/с).
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Энергия зауыты: Ойыншы қолданатын әрбір энергия зауыты секундына бір киловатт энергияны береді (+1К/с).
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Зауыт: Ойыншыда бар әрбір зауыт сіздің аралыңыздағы әрбір құрылыстың құрылысын және жаңарту уақытын жылдамдатады.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Дүмбі база: Дүмбі базалар базаларға ұқсайды, бірақ HP күші аз. Олар жауды алдау үшін жем ретінде қолданылады.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.
Қасқыр бірлік: Қасқыр бірліктер – базаларыңызды жауып, оларды жаудың байқай алмауы үшін шаршы жерлер. Бір ғана зымыран немесе Metal Marine кез келген қарумен оларды бірден жояды, сондықтан оларды базаларды жасыру үшін қолдану оңай.
Bases: Bases are the most important building in the game. The player builds three bases in the island before starting the operation. The enemy can have one, two or three bases per mission. Bases can't be rebuilt, and the loss of all the bases in the player island is an automatic Game Over. The loss of every base of the enemy commander permits the player to advance to the next operation. Missiles: The standard long range weapon against the enemy structures, it costs 4K energy to launch. The missile attack damages a 3x3 square area from where it impacts. It can be upgraded to a double missile which requires 8K energy instead per attack. Both the player and the enemy can launch a maximum of 4 missiles per attack. Anti Air Batteries (A. A Missile): The only way to defend your island against enemy missiles and enemy transport ships. They launch a single missile against enemy missiles and transports with a starting 50% chance to hit. A missile requires one hit to be destroyed while transports require eight hits instead. It can be upgraded to a double A. A Missile launcher which launches two missiles at once. Metal Marine: The game's namesake. It is a robot that can be used to attack the enemy territory or to defend yours. The standard unit is called Gunner I, has 40HP and does 8HP of damage per attack. An upgraded Metal Marine is called Gunner II and gets golden decorations, a bit more walking speed, 60HP and does 9HP damage instead. Only three Metal Marines can be selected to attack the enemy territory being transported in a transport aircraft. Also only three Metal Marines at once will defend your island from enemy Metal Marines. Metal Marines have three different weapons to attack:
Normal Gun (NORMAL): Does the same damage against Metal Marines and Gun Pods (100% Marine/100% Pod). The long range gun is a gatling gun and the short range gun is a blue sword. Anti Metal Marine Rifle (Anti MMR): Does 50% more damage to an enemy Metal Marine but instead does 50% less damage to Gun Pod bunkers (150% Marine/50% Pod). The long range gun is a rifle and the short range gun is an axe. Anti Gun Pod Bunker (Anti POD): Does 50% more damage to Gun Pod bunkers but instead does 50% less damage to enemy Metal Marines (50% Marine/150% Pod). The long range gun is a bazooka like howitzer and the short range gun is a purple electric whip. Gun Pods: The standard land defense unit. It has the same resistance as a Metal Marine and does almost the same damage. Only a Gunner I AT MMR Metal Marine in full HP or less will succumb to a Gun Pod bunker. AT POD and NORMAL Metal Marines in full HP can destroy a Gun Pod bunker while surviving. Land mines: Land mines are invisible to the enemy faction in the map. They can be destroyed by enemy missiles and activated by enemy Metal Marines. Every land mine causes 30HP damage to a Metal Marine. Anti Air Radar: Every radar station built in your island increases the hit chance of every A. A Missile per 5% to a max of 100% effectiveness. I. C. B. M. Silo: Most expensive building, slowest to build and biggest in size, as it occupies a 3x3 square landzone. The I. C. B. M. silo needs to have all of its nine squares intact to be able to work, if a single square is destroyed it can't launch the I. C. B. M. weapon. The launch cost is 950K energy and uses the same anti matter resource that started the 2117 incident. I. C. B. M. weapons cannot be taken down by A. A. batteries as they do not get in range for them, so it is a guaranteed destruction of a 3X3 diamond radius for a total of 25 squares of enemy land. Supply Headquarters (Supply HQ): Every Supply HQ building the player has will provide one more money fund flow per second (+$1/s). Energy Plant: Every energy plant the player has will provide one more energy kilowatt per second (+1K/s). Factory: Every factory the player has speeds the building and upgrading time of every structure in your island. Dummy Base: Dummy bases look like bases, but have less HP. They are used as decoys to trick the enemy. Dummy Unit: Dummy units are square terrains that cover your bases and make them get undetected by the enemy. The attack of a single missile or Metal marine with any weapon destroys it immediately, so they are better used as base concealments.