Frontiersmen

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Also known as the Marines or Trans-System Authority (TSA).

Perhaps the most familiar to the average First-Person Shooter, the simple Marine is a gun-toting personnel who shoots other things, usually Aliens.

One Frontiersmen also has the ability to enter the Command Chair (Comm Chair) and gain a bird's eye view of the map and the responsibility of managing the Frontiersmen's pooled resources much like a Real-Time Strategy Game. This gives the Frontiersmen a powerful directing tool who drops buildings, researches upgrades, and gives out new weapons and waypoints to their fellow teammates.



Contents

The Frontiersmen

On this team, you will take on one of two roles. While the majority of the Marine Team will be the infantry soldiers, one person will take on the role of the Commander. The soldiers are played through a classic First Person Shooter perspective, whereas the Commander is given a Real Time Strategy bird's eye view. The Commander is put in charge of giving orders, executing plans, dropping structures and supplies for the team. Victory often requires an immense amount of teamwork from the marines and their commander.


Marine Structures

Structures on the Marine Team are placed on the map by the Commander. They can be dropped in almost any location, so long as the required amount of space is present, and it is so far away from other structures. Each type of structure has different functions, build times, hit points, upgrades, and Resource costs. They can only be made operational after being built by Marine Team members. "Building" is done through "using" the structure. Marines will always start with a command console, but nothing else.


Frontiersmen Structures
Cost
(res)
Build
Time
(sec)
Health Damage ROF
Command Console 20 15 10000
Resource Nozzle 15 15 6000
Infantry Portal 20 10 2500
Armory 10 15 2400
Observatory 20 15 1700
Phase Gate 15 12 3000
Arms Lab 25 19 2200
Prototype Lab 40 20 4000
Turret Factory 10 13 3000
Sentry Turret 10 7 1300 10 1.43
Siege Cannon 15 10 2000 165 .25

Marine Weapons

The Marines spawn in with a Light Machine Gun, a Pistol, and a Knife. Additional Ammo can be retrieved at any time from an Armory Structure. In order to obtain a new weapon, the Commander must "spawn" them around the armory on the floor. Each weapon has an individual Resource Cost.


Marine Weapons
Damage ROF per sec Clip Size Max Ammo Cost Tech Level Other
LMG 10 10 50 250 N/A N/A
Shotgun 17x10 0.77 8 40 10 1 10 pellets at 17 dmg each
HMG 20 9.09 125 250 15 1
Pistol 20 5 10 30 N/A N/A
Knife 30 1.54 N/A N/A N/A N/A
Welder 4 1 N/A N/A 5 1 Repairs buildings: 50hp/s, players: ??/s )
Hand Grenade 80 AoE  ?? N/A 2  ?? 1 AoE radius ??
Mines 125 AoE N/A N/A 4 10 1
Grenade Launcher 125 AoE 0.83 4 30 20 1 AoE radius 350

Marine Armor and Equipment

Marine Tech Tree


http://www.unknownworlds.com/ns/static/manual_files/images/tech_tree_marine_co.gif

Below are the branches of Marine Technology. Each path comes with it's own set of abilities, upgrades, and sub-structure.

  • Armory
    • Spawns Shotguns
    • Spawns Mines
    • Spawns Welders
    • Upgrades Hand Grenades
    • Upgrades to Advanced Armory
      • Spawns Heavy Machine Guns
      • Spawns Grenade Launchers
  • Observatory
    • Enables Scanner Sweep
    • Enables Beacon
    • Upgrades to Motion Tracking
    • Upgrades to Phase Technology
  • Arms Lab
    • Upgrades to Weapons Level 1
      • Upgrades to Weapons Level 2
        • Upgrades to Weapons Level 3
    • Upgrades to Armor Level 1
      • Upgrades to Armor Level 2
        • Upgrades to Armor Level 3
  • Prototype Lab
    • Upgrades to Jet Pack Technology
      • Spawns Jet Pack
    • Upgrades to Heavy Armor Technology
      • Spawns Heavy Armor

Combat

There are a few changes to the Frontiersman when you play in Combat mode instead of Classic.

Please see the Combat page.

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