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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
NolSinkler
Aliens:

Skulk: Spawned as
Gorge: 10 res
Lerk: 55 res, chained to hive 1
Fade: 125 res, chained to hive 2
Onos: 250 res, chained to hive 3
As aliens, you will spawn as skulk. You will start off with 0 resources, and will not gain any for 2 minutes into the game, at which point you will have a resource cap of 40. Your team will gain 10 resources every 4 seconds, + 1 more for each person on your team past 2 (so a team of 8 will gain 16 resources every 4 seconds, which is evenly split between the team. So, at 2 minutes gorge is allowed into the game, and all structures can be built, except for hives and resource towers (and RTs aren't even in the game for aliens).

Skulk: Same as now
Gorge: Same as now

Offense chambers: 15 resources
Upgrade Chambers: 25 resources
Hives: Hive 2 costs 100 resources, Hive 3 costs 200 resources
Primal Chamber (read about below): 500 resources

At 4 minutes, your resource cap is extended to 75 resources. This allows the lerk into the game.

Lerk: 75 resources: 280/100 health. 220 units/second. Can fly. Hive 0 attack: Bite: Does 90 damage. RoF: 1.85/second. Uses 3% energy/bite. Hive 1 attack: Spores: 18 damage/second. Uses 35% energy. RoF: .5/second. Lasts for 7 seconds. Hive 2 attack: Umbra: Blocks 2/3 incoming bullets. Lasts for 5 seconds. Uses 30% energy. RoF: 1/second. Hive 3 attack: Primal Scream: Uses 45% energy. Boosts movement speed by 35%, boosts adrenaline gain by 80%, boosts RoF by 70%, boosts damage done by 60%. Lasts for 9 seconds. RoF: .2/second. Gains 50 armor with each level of carapace.

At 6 minutes, your resource cap is extended to 100 resources, this allows hive 2 to be built.

Hive 2: 15000 health. Start building with 7500 health. Takes 300 seconds to build all of the way (5 minutes). Once hive 2 is complete, the fade is unlocked, and the resource cap is raised to 200 resources, which is enough for the fade, and enough to build hive 3. Any normal hive 2 benefits are added.

Fade: 600/450 health. 290 units/second. Hive 0 attack: Swipe: Does 120 damage. RoF: 1.5/second. Uses 4% energy/swipe. Hive 1 attack: Blink: Multiplies the fade's speed by 5. Uses 3% energy/blink. RoF: 20/second. Hive 2 attack: Metabolize: Regenerates 50 health and 20% energy. RoF: 1/second. Hive 3 attack: Bilebomb: Much like the gorge bilebomb, only travels faster and further. RoF: 2.3/second. Does 75 damage to marines and 150 damage so structures. Gains 100 armor with each level of carapace.

Hive 3: 15000 health. Start building with 7500 health. Takes 300 seconds to build all of the way (5 minutes). Once hive 3 is complete, the Onos and Primal chambers are unlocked. and the resource cap is raised to 500. Any other normal hive 3 benefits are added. Once hive 3 is built, the aliens can freely enter the marine base (there is something that allows marines to exit MS, but wont allow aliens in. At hive 3, the bacterium can power through this force.)

Onos: 250 resources. 900/600 health. 280 units/second. Takes 1/3 damage from all attacks. Hive 0 attack: Gore: 150 damage. Does double damage vs. structures. RoF: 1.4/second. Uses 5% energy/gore. Hive 1 attack: Devour: The Onos can devour 3 marines at one time. Uses 15% energy. RoF: 1/second. With each devoured marine, the Onos slows down by 15%. It can also devour structures, which slow it down by 20%. All marines die in 20 seconds, structures die in 30 seconds. Hive 2 attack: Stomp: Stuns marines for 3 seconds. Uses 25% energy. RoF: .88/second. Hive 3 attack: Charge: Does 1250 damage/second (right now it does 320, but this onos requires too much for a weak charge). Uses 20% energy/second. RoF: .5/second. Gains 100 armor with each level of carapace.

Primal Chamber: Now, in each map of this game mode, 1 primal chamber room with a PC entity (like a hive entity) is required. It also should be near MS.

500 resources. Starts building with 122,500 health. IF the Primal Chamber is destroyed while being built, all aliens will die (they dont lose, they just die...a major setback. This is due to the PC taking so much bacterium concentrated into one area to build. The aliens always know where the bacterium is. Once the PC is destroeyd, the bacterium quickly spreads evenly accross the map, causing aliens to die due to quick changes to the environment). Once the Primal Chamber is completely built, all hives are destroyed. 245,000 health. This is about 4 times as tall, and about 2 times as wide as a hive. It also looks like a DC, MC, SC combined. It will have all of the benefits of 3 hives, but will also reduce damage done to ANY alien anywhere by 1/2. Also, it spawns aliens 1 every second. Any alien within 1000 units of the primal chamber gets 20% health/armor regen/second, a 25% speed increase, and their hive 0 attacks are 50% stronger. There are 10 OCs lodged into the PC. These cannot be destroeyed, as the primal chamber constantly rushes nutrients back into them. Also, marines show up on hive sight as blue. If the primal chamber is destroyed, the aliens lose. Unfortunately, the PC cannot be healed.

Also, when the PC is built, the second door to MS is opened (which is usually closed). This door allows aliens to go directly from the PC to marine start. The primal chamber can only be built by being used from gorges, and it takes 350 seconds of using to complete (which makes multiple gorges very helpful).



Marines: Marines have 15 resource towers, all in their base. The only place that marines can set up IPs is in their base (and they have a limit of 5 IPs). The marines start with 250 resources. The reason for the marines having 15 resource towers, is so that aliens cand estroy them in the endgame.

Marine start: Marine start must be MASSIVE. At least 40 game meters wide/long. It must also be tall. This is to allow marines to build up many turrets.

Marines can easily walk in/out of their base, however aliens can never enter/leave their base after 2 minutes, or until 3rd hive (yes they can enter before 2 minutes), and the PC allows them to come in from another direction, too.

Advanced armory: Takes 300 seconds to research. This is just so it matches hives.

Turrets: 10 resources. 2200 health. Takes 1 second of being "used" to build. This way, bases can easily be fortified, quickly. Also, the no build range is decreased by 1/2. Now, bases can be fortified quickly and with lots of turrets (but instead of needing 15 + turrets to be effective, now you need 60+, because of extremely strong fade and onos).

Siege Turrets: 4500 health. Takes 4 seconds of being "used" to build. This allows quick takedown of hives, and allows marines a chance of coming back when aliens have the primal chamber up, and functioning.

Health numbers: The aliens get high alien health amounts, the marines get high building health amounts.

Armory: 5000 health.

Resource tower: 12000 health.

CC: 25000 health.

IP: 4500 health.

PG: 6000 health.

Obs: 3500 health.

Arms Lab: 5500 health.

Proto Lab: 10000 health.

TF: 6000 health.


All upgrade costs/upgrade times (except advanced armory) are the same.

Arms Lab: Armor 4-5 and Weapons 4-5 are researchable, they do the same thing that the other armor/weapons levels do (I.E. armor 5 gives a marine 125 armor, weapons 5 gives a marine 50% more damage on all weapons except knifes, an HA marine with level 5 armor has 350 armor). Armor/Weapons 4-5 cost 50 and 60. This way, the marines can survive slightly longer against aliens, since they all have buffed up attacks, and more health, but they have to pay another 220 resources to get both of these.

HMG: Clip size raised to 150, hold raised to 300.


So, at around 25 minutes, the aliens can have a primal chamber up. Sure, the marines might have had a hard time fighting off that 8200 health hive 3 onos, but with the PC it has 16200 health. Imaging taking that down... 3200 hits from a turret can do it, but of course the onos is gonna have regen or carapace...




So, the marines always have to be on the attack, securing hives early in the game (first 2 minutes is prime, since they will try to attack your base). The marines must always have 1 hive secured, or else they will surely lose.

The aliens need to rush to get a second and third hive up. The bad part for them is, since they just arrived on the ship they have to wait for the bacterium to spread, and gain resources for the team (2 minutes), and allow them to store more. Once lerk is out, the marines have to watch out. Lerk has extremely powerful attacks, but only arrives at 4 minutes, and the aliens can't enter the marine base at that time, so they have to wait for stray marines to leave, or for a group...

If the marines have a hive locked down, it's gonna be locked down pretty well, since they gain 105 resources every 28 seconds, which is definitely enough to get a lot of turrets in there, and since turrets have an extra 900 health, take 1 second to build, and have a smaller no build range, a locked down hive is hard to take down (especially since the only effective way to take them down at hive 2 is with a gorge with bilebomb, or a fade being umbra'd by a lerk, constantly metabolizing wink-fix.gif ).
im_lost
First off, with that setup, I'm not sure if I would want to build the Primal Chamber. Sure, it makes you stronger, but it also gives marines a better chance to have a comeback. That's how it seems to me, anyway. Second, while aliens can't enter the marine base (after 2 minutes and before hive 3), is it possible to prevent their projectiles from entering (spore, for example)? It certainly seems interesting, though.
The_Dot_of_Death
Very original, however, seeing how you want to change damage/hp/etc it will NEVER be implelmented, seeing as the devs want to keep the same values for every mode of play...
NolSinkler
Didn't think about projectiles...but I think that only marine projectiles should be able to. It would be like an umbra, only it blocks against alien weapons, and blocks all of them. This way, the aliens couldnt just build 8 OCs a little into the game, and just keep healing them.


Primal Chamber has 145000 health, all 3 hives together have 45000 health. I guess Primal Chamber's health could be raised a bit, but since it does do so much stuff for the team (heals, marines on hive sight, has 10 built in ocs to defend it, extra speed, stronger attacks, and all damage reduced to 1/2) I thought 145000 was enough, especially since this is about the time that aliens win. Ahh these are all subject to change and everything, so might as well change the health (especially since it costs 500 resources, and can't be healed).

/Edit: They just want to keep values the same for combat and classic, not every game mode. If someone put in a game mode like HA vs. Onos, wouldn't HA need to be buffed, since 6 Onos > 6 HA?
CombatJoe
I'd play this just for the change of pace. It's fun and completely original sounding.

One problem. I'm pretty sure aliens would never be able to take a secured hive because like you said, marines can farm up 40 turrets in a minute. Even the buffed up fades would get gunned down. Increased range on the fade's new bilebomb would be a must. Increase the radius of umbra too just to encourage use of it.

As for the primal chamber.... the primal chamber has enough HP, it is spawning aliens every second, the marines can't kill it, ever, it's the stalemate killer that the onos never was. I think it's fine how you imagined it originaly.

fun idea
NolSinkler
Yeah, the primal chamber is meant to tip stalemates, which the aliens should win. Instead of marines having to take down 45000 health of hives, it has to take down 245000 health, of a massive chamber, coated with OCs, that powers the aliens immensely in every chamber type. The PC would fall to TONS of concentrated siege fire, and the siege would have to be build quickly for the aliens not to notice.

So, the PC is able to be taken down, but do you ever see it happening? Example: Its a 16 vs. 16 game. The marines have 15 HA rush in to the PC, with level 5 GLs. So, each grenade does 375 damage. They each get one clip unloaded. Thats only 22820 damage. If they all shoot 5 more clips, they've done about 140000 damage.

Of course, the PC has the one weakness of not being able to be healed.



If the marines get 40 turrets up that quickly, they most likely havn't upgraded anything yet. That means they still have to get armor, weapons, and such. So, the lerks that come in around 5-6 minutes will tear the marines apart, since they have over 2 times as much health, and over 3 times as much armor as a normal lerk, they have a 90 damage bite which fires even faster then the normal lerk bite, and more than 2 times as strong as normal spores.

If the marines manage to lock down 2 hives, they deserve a win. It would require extensive work (such as getting 40 turrets up in each hive), and they would still have to take down the other hive.

Now, if the aliens can protect just ONE of the hives (by OC laming, lerks and stuff) for 11 minutes, then they have a good chance of taking down the marines turret farmed hive.

The fade, at hive 2, has a total of 1725 health. This allows them to take a substantial amount of damage, and if a lerk umbras the fade, the fade has 3 times that much health. Considering the fade will also have regeneration or carapace, the fade will be very strong and difficult to take down.


This wouldn't be balanced if it were a game mode, it would require extensive balancing. This game mode would require more strategy and teamwork than NS does on either side (marines work hard to lock down some hives, aliens work hard to protect at least 2 hives). Overall, I see marines winning this more often, because they don't have to work as hard to protect the hives, but the aliens do.


Aliens have advantages in teamwork to get higher level aliens, marines have advantages in teamwork to secure high-importance places.


(just for kicks) which side do YOU think would win in this mode? Aliens or Rines?
NolSinkler
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