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Supreme Commander

History and Facts about Aeon:

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# 1ScaTm^N May 6 2006, 09:56 AM
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Aeon:

The Aeon Illuminate is a unique race formed by the hybridisation of humans and an alien race known as the Seraphim.

Aeon Enlightenment

During the second galactic expansion, an expedition to the planet Seraphim II is presumed lost when there in no contact after several weeks. A second expedition is sent, but also does not contact Earth within the appropriate time. Earth marks the area HAZARD and adds it to a growing list of areas that need to be investigated closer when time and Colonial Command manpower permits.

What the Earth does not know is that alien life was finally discovered. The Commander in charge of the expedition cannot handle the first contact and readies for a war with the aliens, despite no overt acts from them. He also cuts off all contact with Earth "to protect them from this newfound menace" and to hide the location of earth in case the aliens have the means to track communications.

A biologist, part of the colonization team and only identified as Sarah, meets with the aliens without the Commander's knowledge to try to gain a peaceful solution to the conflict. It turns out that the aliens are indeed peaceful and she is able to gain their trust. However, the Commander grows increasingly paranoid and accuses her of being brainwashed by the Seraphim. He increases his attacks so that Sarah and the Seraphim have no choice but to resist and counterattack. In the end, the Commander releases a biological agent into the atmosphere that is deadly to all Seraphim. He annihilates the planet, but not before the race is able to impart all of their knowledge and technology to Sarah and the Seraphim sympathizers.

Part of this technology involves the ability of "future sight." The Seraphim could see the future but refused to do anything to change it when it was in their power because they did not want to tamper with the purity of what is to come. They imparted a limited "future sight" ability to Sarah and her associates -- limited only because the human brain was not as capable of the ability as the Seraphim. The remaining colonists build on this alien technology and expands to continue the "peaceful" teachings of the Seraphim.

More than 120 years after the first colonization expedition, Earth finally hears from Seraphim II. Delegates from the colony explain what has happened and how the aliens gave them "something beautiful" before being destroyed by an insane Commander. They announce they have evolved and want to help Earth by sharing their knowledge to avoid "the calamities to come." In response, the entire Seraphim II sector is quarantined and all available Colonial Command Commanders are sent in to pacify what Earth sees as its greatest threat to date.

However, within the course of a year, Earth starts to lose contact with numerous planets bordering the Quarantine Zone, but not before getting cryptic messages from various Commanders of attacks. No further communication from these planets is ever received, so Earth only assumes the worst. By the end of the year, all contact with Colonial Command forces on colonies within 10 light years of the Quarantine Zone is lost. Fragmented video shows forces using vaguely familiar Colonial Command designs, but with unusual and unrecognizable modifications. Earth tries some half-hearted diplomatic negotiations that fail. So, all Commanders in the area are ordered to destroy the Quantum Gates along the Quarantine Zone in an effort isolate the Aeon.


Geology and Atmosphere
Orionis is an actively volcanic planet. Massive trenches and pools of lava cover the surface; in the areas where there is land, a solid basaltic rock has hardened and taken shape. Many Seraphim remains were buried in the planet's crust.

The atmosphere is very thick and unforgiving, toxic to all but the most basic life forms. Colonists and invaders alike must rely on life support ventilation technology to breathe.


Orionis

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Faction(s) Once Seraphim
Currently Aeon
Population Unknown
Moons None
Distance from Star Unknown
Length of Day Unknown
Length of Year Unknown
Average Temperature Unknown

Aeon weapons reflect both their history, and the behavior of the unique race shaped by it. While initially appearing sleek, elegant, and innocuous, as well as being quite fast, when approaching combat, Aeon aircraft, tanks, and ships will unfurl to reveal the concealed weapons beneath their shells. Aeon units tend to be equipped with energy weapons, like electromagnetic bursts and plasma projectiles. Many Aeon units also have the ability to cloak, rendering them invisible to both the naked eye, and early-warning detection like radar.

Land Units
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While the Aeon does employ conventional tracked or wheeled locomotion, most of the Aeon "land" units actually hover above the surface. This, coupled with their speed and cloaking abilities makes the Aeon by far the most deployable of the armies in Supreme Commander. Aeon static defences are likewise deceptive in their armament. A wall that appears to be no more than an inconvenient obstacle can have panels slide back to reveal an array of fiendish weapons ready to unload on any unsuspecting unit that creeps too close.

Sea Units
Like their land and air forces, Aeon ships feature concealed weaponary, are fast, sleek, and are presumed to cloak also. While this can make for a highly mobile, and therefore, highly effective navy, the effectiveness of Aeon energy weapons at sea remains to be seen. Aeon ships are presumed to be vulnerable to the slower, more robust naval designs of the Cybran and UEF, which fire powerful laser blasts, rockets, and heavy artillery shells. Aeon designs can neither withstand nor issue the devastating attacks of the other Navies.

Air Units
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Above is a concept art of an Aeon aircraft. The craft hides its weapons until it attacks, at which point it unfolds and unleashes its power.Speed, stealth, and mobility are the order of the Aeon air force. Possessing all the traits of their land and sea counterparts, Aeon aeroplane designs seem to favour smaller, faster, and less costly deployments. The ability to deliver a reasonable punch quickly, and without betraying their approach give the Aeon an edge in the skies. Much like their ships, however, Aeon air units can not carry the payloads of larger weaponary, and if their speed is not enough to save them, they fall victim to the slightest glance of the intense UEF and Cybran anti-air guns - a weapon the cybran warships seem to be particularly well endowed with.

As for artillery, the arsenal in Supreme Commander runs the gamut. Smaller artillery pieces are mobile and can move around the battlefield, settling down into a bracing position in order to fire. Mortars are also available, which will lob shells high in the air -- this is perfect for battling enemies that are close but behind an emplacement or high terrain. As you'd expect, the biggest of the big guns are obscene -- enormous static cannons capable of hurling massive shells across the map. They may not be accurate, but they can keep firing as long as you can keep them supplied. Keeping your base and your forces hidden from these beasts is essential.

As with all the units in the game, the three different factions in Supreme Commander each have their own look and 'feel.' Earth forces look the most conventional, with lots of wheels and tracks. The half-man half-machine Cybran race prefers devices that walk (such as the massive experimental spider shown in many screenshots.) The Aeon's, meanwhile, prefer sleek smooth metallic designs, and many of their land vehicles hover in order to move.

Regardless of your strategy, naval, nuclear, or air warfare probably won't finish your opponents off. You're going to eventually have to bring in the land troops to mop up.

This post has been edited by ScaTm^N: May 8 2006, 18:09 PM

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# 2Andy p May 10 2006, 22:44 PM
Gj colin was a great read. thumb.gif

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# 3Shalashaska May 13 2006, 21:06 PM
the land unit in your article belongs to the UEF not Aeon

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