NolSinkler
May 26 2004, 09:06 PM
In this game mode, there are the following things:
O Protecting an all important chamber as aliens
O Super aliens
O Super rines
O No hives
O inexpensive marines
This will just give you a short idea about this game mode before reading, so you can decide if you feel like reading, or not.
Primal Chamber: Giant chamber, about the size of 4 hives. 60000 health. Only one is built. Spawns aliens at a rate of 2 every 3 seconds. Looks like a defense, movement, sensory and offense chamber combined. Also produces 3 res/second (equal to 12 res towers), the ability to build every chamber when near the P.C. (only place where chambers can be built is there until later in the game) , and bonuses when near it. Primal chambers cannot be built, but are there at the start of the game. It cannot heal itself, and it cannot be healed. Also provides hive 3 armor changes.
AoE abilities: For any alien within 500 units of the primal chamber, the following things happen. 1.) Chambers can be built. 2.) Aliens gain 50% energy gain. 3.) Aliens regenerate 20% health/second. 4.) Aliens gain 30% more speed. 5.) All alien attacks do 25% more damage. 6.) Alien attacks have a 40% faster RoF. 7.) Any marine near the primal chamber can be seen on hive sight.
Also, aliens have a boost in health, and other things, since, naturally, the Primal Chamber is much more evolved than a hive, or even 3 hives. Also, upgrades are more effective (some are)
Skulks: The alien that you spawn as. Has 140/50 health. Travels at a rate of 380 units/second.
Gorge: Builder class alien. Has 350/200 health. Travels at 235 units/second. 10 res. Spit: 40 damage/spit. Uses 10% energy/spit. Only gorge attack change.
Lerk: Support Class alien. Has 300/125 health. Travels at 240 units/second while on land, no idea what it is in air, but add a lot of speed to that. Spores: Does 14 damage/second. Same energy cost. Umbra: Blocks 2/3 bullets (again). Only attack changes that lerk has.
Fade: Ninja alien. Has 600/500 health. Travels at 300 units/second. Acid rocket damage is doubled.
Onos: Base assaulter. 1400/1600 health. Travels at 320 units/second. Charge damage raised to 450 damage/second.
Upgrade Changes:
Silence: same as now
Celerity: Raises speed by 33, 33 and 34 with each level.
Adrenaline: same as now
SoF: Can detect a marine anywhere on the map at level 3, other levels are the same.
Focus: same as now
Cloaking: same as now
Carapace: Raises armor by the following amounts:
Skulk: 15 with each level
Gorge: 50 with each level
Lerk: 25 with each level
Fade: 100 with each level
Onos: 200 with each level
Regeneration: Gives a 4% increase to regeneration with each level (4%, 8% and 12% regeneration).
Redemption: 40%/second with each level
The aliens can only build within 500 units of the PC until 20 minutes into the game.
The aliens must succesfully kill all marines and all marine IPs to win the game. This will take extreme teamwork, as the marines gain res very quickly, (8 nodes) which is less than aliens, but res costs are cut in half, so they are, esentially, gaining 4 res/second.
Marines: Same tech-tree as now. The marines start with 8 electrified RTs in their base, a CC, an IP and 2 armories. All marine structures, weapons, prototypes, research times and such are halfed (you could just say all marine res costs and all marine research times are halfed).
Weapons upgrades: They give your weapons a 15% boost in power with each level.
Armor: you start with 60 armor, and you gain 40 with each level of armor upgrades.
HA: The HA has 400 armor and gains 60 with each level of armor upgrades. It has a 10% reduction in speed.
JP: Has double fuel.
HMG: Magazine size is 150, still can carry 2 more mags.
SG: Version 1.X sized magazine and such.
GL: Each grenade does 250 damage instead of 125 damage. As a result, GL cost is 40 res instead of 10 (it would be 10 if it were cut in half).
The marines will have to work together to destroy the monstrous Primal Chamber, as the aliens have the advantage to strength, the marines have the advantage of resources and fast research.
This will be a fun game. I, personally, like long games of NS. This will accomplish that, without the 2-hive lockdown because both teams will have res, and will be powerful enough to take down lots of turrets and such.
Jean_Luc_Picard
May 26 2004, 09:14 PM
sounds... bad
But only because teamwork seems non-existant nowadays...
other than that, it'd be fun as all get out!
Sky
May 26 2004, 09:37 PM
NS on steroids?
Might be fun, actually. Like deathmatch (lots of killing) but with resources as well.
My only concern is that it might turn out to be just a normal game of NS, just with all armor, hp, damage, speed, etc values doubled, in effect just making it almost the same as NS now (ie if you die to the same number of bites, so damage boosts don't matter).
HOWEVER, this might be a good thing for vets who have gotten bored with "slower" pubs and want a reaaally fast and furious game.
This is IMO just vet-NS, completely newbie unfriendly.
Which isn't a bad thing.
NolSinkler
May 26 2004, 11:24 PM
Well yeah, now that I think about it, it does sound like a vet game. Maybe there could be a message on a server saying, "If you are new to the game, do not like teamwork, or are a res *****, please do not play on this map." or something like that.
They could be called VN_blabla maps, for Veteran NS, it still has all of the concepts of building, and you don't gain levels

, so sounds good to me.
Sky
May 26 2004, 11:30 PM
| QUOTE (NolSinkler @ May 26 2004, 06:24 PM) |
| "If you are new to the game, do not like teamwork, or are a res *****, please do not play on this map." |
The last two are applicable to any server imo.
7Bistromath
May 27 2004, 12:35 AM
...
Holy hell, dude.
It's like Classic went nuts, raped Combat to death, ate its corpse, and then pumped a few gallons of smack and PCP into its veins for good measure.
I'm not sure if this is a good or bad thing. Either way, I'd doubt it's even possible.
PS: This would be the boss level if there were ever a single-player, or otherwise story-driven mode for NS. And Europe's Final Countdown would play in the background. I think that would give me a stiffy.
NolSinkler
May 27 2004, 01:11 AM
I want a game mode that would require teamwork, planning, and strategy. Right now that mode is NS mode, but in a pub, this is the strategy for aliens:
Go gorge, drop RT.
Wait for res for another, do this until I die.
Spawn as skulk, get kills.
Wait for hive, while yelling at team (i dont really yell, I type)
Get hive, go fade or onos
Win or Lose, doesn't matter.
Not much organization. In this game mode, you would need to build chambers and such to keep up with the other team. If you don't, your team loses. I have no idea of which team would win in this game mode, it doesn't seem unbalanced toward either team. The aliens have improved health. The marines have improved health. Aliens have high gains of res. Rines have higher gains of res. The alien Primal Chamber lets them have faster RoF and things like that, Marine research time is cut in half. Aliens can only build in base, marines can build anywhere, aliens have hive 3 abilities from start, marines have stronger upgrades.
Which team do you think has the advantage, aliens or marines? Ahh back to the point.
You may actually have to plan your strategy before the game, even in a pub. If not, the other team can waste you faster than life. However, the aliens pretty much have to wait for 20 minutes before they can be successful because they can only build in base until 20 minutes (to give marines time to build). Right now, the game looks like an alien dominated game to me, because of the extreme high-health, and speed. The marines are about as fast as a non-celerity gorge.
Chanty
May 27 2004, 01:41 AM
whats with the beefed up crap?
seems kinda like those dumb starcraft maps where stuff has double hp, double damage, infinite resources and 9999 heros....
absolutely pointless and only amuses those who like really big numbers
"OMG I JUST DID 9999+238745 DMG TO J00CE"
Sky
May 27 2004, 02:05 AM
The damage/armor bonuses would (for the most part) cancel each other out, but the changes to everything else (such as speed) would make the game alot faster and more reliant on personal skill to survive combat. Which is why I called it vet-NS.
raz0r
May 27 2004, 06:38 PM
| QUOTE (007Bistromath @ May 27 2004, 01:35 AM) |
...
Holy hell, dude.
It's like Classic went nuts, raped Combat to death, ate its corpse, and then pumped a few gallons of smack and PCP into its veins for good measure.
I'm not sure if this is a good or bad thing. Either way, I'd doubt it's even possible.
PS: This would be the boss level if there were ever a single-player, or otherwise story-driven mode for NS. And Europe's Final Countdown would play in the background. I think that would give me a stiffy. |
'nuff said
if this goes in, i'll be happier than........ something that is very happy
NolSinkler
May 27 2004, 09:41 PM
Bump... I really like this idea.
Oh, and every time I think of a Primal Chamber, I think of a giant 50 foot-tall chamber, with lerks flying all over the place, fades blinking away, gorges on top, skulks running around on the sides, coated with infestation and lots of offense chambers...and a big group of Onos at the bottom. Sounds cool to me.
Jared101
May 28 2004, 02:58 AM
im sure any server admin could mod this himself,its seems just like a beefed seige map,with noone having to gorge
Omegaman
May 28 2004, 05:09 AM
Sounds cool, but the primal chamber cant be healed? How about, if it does not sustain any damage (not a single bullet) for five whole minutes it slowly starts to regenerate?
I guess it really depends on the map.
Talesin
May 28 2004, 06:26 AM
I get the feeling Marines would still dominate, unless an early rush took 'em out. Top-tech Marines *are* overpowered compared to top-level Kharaa. If for no other reason than GL-spam.
Jean_Luc_Picard
May 28 2004, 07:08 AM
Easy fix...
This version has flamethrower isntead of GL's

I still think this would be problomatic... but if it's a VET version.... rakrakrak
NolSinkler
May 28 2004, 07:35 PM
Yeah didn't think about how much more pwerful top-tech marines are to top-tech aliens.
Aliens have massive boosts at the beginning of the game (in this version), and marines have boost at the end...The primal chamber will be easy to protect (IMO) because it has lots of health, and gives lots of power boosts to nearby aliens.
Maybe only DCs could heal it??
I dont know, this would take lots of work to balance, just like NS and combat are right now.
The aliens could win early in the game if they really tried, because they can get some fade/onos out there fast, and marines only have a little more armor at the beginning of the game...
Also, marine weapons arent much more powerful, and LMG has not experienced any changes.
Primal Chamber: Giant chamber, about the size of 4 hives. 150000 health. Only one is built. Spawns aliens at a rate of 2 every 3 seconds. Looks like a defense, movement, sensory and offense chamber combined. Also produces 3 res/second (equal to 12 res towers), the ability to build every chamber when near the P.C. (only place where chambers can be built is there until later in the game) , and bonuses when near it. Primal chambers cannot be built, but are there at the start of the game. It cannot heal itself, and it cannot be healed. Also provides hive 3 armor changes.
AoE abilities: For any alien within 500 units of the primal chamber, the following things happen. 1.) Chambers can be built. 2.) Aliens gain 50% energy gain. 3.) Aliens regenerate 20% health/second. 4.) Aliens gain 30% more speed. 5.) All alien attacks do 25% more damage. 6.) Alien attacks have a 40% faster RoF. 7.) Any marine near the primal chamber can be seen on hive sight.
I raised health by a lot, marines will really have to work to get one down. Also, since there is only one built, aliens will have an easier time protecting their base from siege (with 3 hives, protecting from siege is really difficult). The aliens still can't heal the chamber, so that is the aliens weakness.
In the original post I said that chambers can only be built within 500 units of the primal chamber for the first 20 minutes. This is there so that, 1.) The aliens can't have a massive gorge rush and drop 90 chambers at their base early game. The marines need to build, because at the beginning the aliens already have better than 3 hives (they get boosts, and it has 150000 health, which more than makes up for the lack of healing). But, I think that it could be lowered to 15 minutes.
The marines will easily be able to reach top tech 8-9 minutes in the game. After that, they will need to get heavy armor/jetpack, and start rushing the alien base so they can kill it. The aliens will all be able to defend the PC easily, but the marines will all be pouring into the hive. Great fun, combining strategy from NS and the adrenaline rush of tons of kills in combat.
But, this is a suggestion, and is pre anything involving NS, so its open to comments, and how to change it. We will only ever know if it is or isn't balanced by playtesting it.
Pika-Cthulhu
Nov 6 2004, 04:50 AM
I can imagine the map too. Its on a space reasearch station/abandoned planet, they were growing Kharaa for study, but things got out of hand, and the TSA were called in.
Meto
Nov 6 2004, 10:18 PM
This sounds like siege on steroids.
I have no idea what the point in this game mode is? It doesn't fit in to any storyline anywhere and just seems like a really crazy idea using NS as a base.
Church
Nov 7 2004, 10:54 AM
sSpits out 2 aliens every 3 seconds? 3rd hive abilities better get disabled then or else the xenociding will just marines at the very beginning. Also gorges can just wbe everywhere, and JPs will never, ever be used (also becuase the GL is so damned expensive) unless the welder is changed so a marine with a welder out and firing can't be webbed.
Charge
Nov 7 2004, 11:28 AM
omg sounds horrible :/
RobB
Nov 7 2004, 12:07 PM
| QUOTE (Pika-Cthulhu @ Nov 6 2004, 06:50 AM) |
| I can imagine the map too. Its on a space reasearch station/abandoned planet, they were growing Kharaa for study, but things got out of hand, and the TSA were called in. |
| QUOTE |
| We had this genetic remains of some hives... we thought. We seeded them on a far off Planet, not noticing the supernova in the next planetary system. The seed totaly mixed up because of the radiation. If we don't kill this freaks, they will surely invent some kind of interstellar travel, or even worse - assimilate our Phasetech! |
EndlessAbyss
Jan 29 2005, 02:01 PM
first things first:
isn't it usually alienz that overruns bases? :|
with all of their speed and strength with all..
Dream 1:
well, drivable machines are cool... but they need weaponz on them too, to kill the ONOs and some flying biatches..
New weapons, more variety on the shotty, like a jack hammer or something, which eats loads of bullets fast, but also weaker than normal shotty per shot.
new different type of mines/grenades.
Rocket launchers seems pretty good, but we need the 8 slotted ones... using this weapon makes the user very slow since it's heavy. but big **** damage. now this locks on against air units only, it travels straight on other targets.
on big maps, we could have an AUTOMATIC sniper rifle gun covering members in a small coned range.
more varieties on aliens, some of them agreeable with the ones written on previous posts. how about KING & QUEEN KHARAA SOLDIERS? you know, more like bodyguards of the Primal Chamber? they can't move away 600 units from the PC, if they do, they start losing RES and HEALTH. in return, they deal big damage with big swipes of blades from their mouth or claws.
Dream 2, alternate reality, it could be fun

:
add 2 different races to make it 4 way battle on big **** maps
max players of 80, 30 on each team of marine and kharaa
the rest 20 is divided evenly for the rest of the two races who dwells on the planet originally.
they would preferrably be something like: Zealot from star craft type units with only Zealots, Dark Templar and Dragoons (they can shoot air, good enough! don't forget, they have shieldz! they can't recharge HP unless there's a health healing structure right in front)

this is just a dream! they can only build on some areas with probe unit, which can not attack. longest spawn time.
2nd: PREDATOR! without the silly homing large explosion cannon (straight, not so large one would be good), but with stealth while moving, spears and flying blades. healing item on the move. they do not have buildings, spawns near allies, only spawn one from a long duration since their weaponry seems melee mostly, with great disadvantage compared to the protoss type above, they are capable of dealing instant death with probability chances when attacks hit target's heads.
well, that's my idea
NolSinkler
Feb 1 2005, 03:40 AM
Ok.
Primal Chamber: The aliens start with a Primal Chamber, which has 100,000 health and spawns 1 alien every 2 seconds. It starts with hive 0, 1 and 2 abilities. All chambers can initially be dropped. The hive 3 can be upgraded on the primal chamber, raising health by 10,000 and allowing hive 3 abilities. The PC CANNOT be healed. It will heal on its own, at a rate of 100 health/second, after 5 sustained minutes of no damage.
All normal alien health is multiplied by 1 and 1/4. Same with armor. 4 upgrades can be taken before the PC is upgraded. Afterwards, 6 can.
The aliens start with 10 resource towers in their base.
Then, the marines start in their base with 12 elec. RTs, a CC, an armory, and 6 IPs (1 for each player competitively). They also start with 150 resources. Marine structures take only 1/2 time to build. Turrets and Siege Turrets take only 1/4 time to build. All marine structures have double health.
Ok, this would be a very exciting game mode.
The Primal Chamber has 8 OCs attached to it.
glimmerman
Nov 27 2006, 05:39 PM
Dream on...
Maybe the primal chamber is the aliens last defence. If the marines kill it all the creep etc dies and the khara is destroyed.
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