New info taken out of the game's code
TrueVeritas
Join Date: 2006-10-20 Member: 58082Members
So I've been digging around in the code, and I've found that a lot of stuff from the actual game has been left in:
<u><b>New stuff:</b></u>
<b>Build Bot</b>
Cost: 4
Health: 200
Armor: 50
Movespeed: 4
Hover Hight: 1.5
Build distance(?): 75
Weld distance(!): 1
I'm assuming this is just something the commander can place to build his own buildings and weld marines. Pretty simple. I believe that you can see the model on the menu screen for the engine test. If anyone wants to provide a picture that would be great.
<b>
MASC Splash Tech:</b>
Research Time: 30
Research Cost: 20
No idea what this can mean, but it's grouped near an armor tech, which brings me to the next one:
<b>MASC Armor Tech:</b>
Research Time: 30
Research Cost: 20
Assuming this is just an armor upgrade. Maybe Splash Tech was a weapons upgrade?
<b>EMP Tech:</b>
Research time: 20
Research cost: 10
Again, no clue what this is for, since aliens don't use power. Maybe for some kind of MvM play?
<b>Jetpack fuel tech:</b>
Research time: 60
Research cost: 20
Probably extends how long you can use a jetpack for. I can't seriously see this being kept in the final version if that's what it is.
<b>Jetpack Armor:</b>
Research time: 60
Research cost: 20
Maybe gives extra armor to those who have a jetpack equipped?
<b>Exoskeleton Tech:</b>
Research time: 60
Research cost: 20
I'm assuming this is heavy armor. Either that, or it's some kind of armor that makes you move faster and melee stronger, since exoskeleton refers to something that assists your movement.
<b>Exoskeleton Lockdown Tech:</b>
Research time: 60
Research cost: 20
<!--quoteo(post=1765186:date=Apr 10 2010, 04:19 AM:name=Tom Hoen)--><div class='quotetop'>QUOTE (Tom Hoen @ Apr 10 2010, 04:19 AM) <a href="index.php?act=findpost&pid=1765186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exoskeleton has lockdown. You will not be able to move, but you'll have better aim and exoskeleton can have dual miniguns.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Exoskeleton Upgrade Tech:</b>
Research time: 60
Research cost: 20
<b>Flamethrower Tech:</b>
Research time: 60
Research cost: 20
Pretty self explanatory.
<b>Nerve Gas Tech:</b>
Research time: 60
Research cost: 20
Sounds pretty cool, maybe an area of effect ability the commander gets kinda like Lerk spores?
<b>Dual Minigun Tech:</b>
Research time: 60
Research cost: 20
Not really sure. Maybe doubles damage on something like an HMG?
<b>Infest:</b>
Cost: 10
Movespeed: .8
Dynamic Infestation?
<b>Canal:</b>
Cost: 5
Absolutely no idea what this is.
<b>Minigun:</b>
Cost: 25 (each)
Probably NS2's HMG
<b>Dual Minigun:</b>
Cost: 35 (each)
Upgraded version of the minigun.
<b>Flamethrower:</b>
Cost: 30 (each)
<b>Prototype Module:</b>
Cost: 20
??
<b>Drifter:</b>
Armor: 25
Health: 100
Cost: 1
Movespeed: 4
Drifter Flare Tech cost: 10
Drifter Flare Tech time: 25
Drifter Flare Blind time: 10
Yeah, no idea.
<b>Robotics Factory:</b>
Cost: 15
Just another upgrade building.
Crag Health: 500
Whip Health: 500
Shade Health: 500
Shift Health: 500
Thanks to: Brute
<img src="http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs506.snc3/26599_352138168104_87948998104_3762576_5245065_n.jpg" border="0" class="linked-image" />
<b>Hive Levels (?)</b>
For some reason there are 3 levels for a hive, kinda like how in NS1 you were able to build more than 1 hive and get upgrades, but here I'm assuming the hive is now upgradable.
<b>Armory 'Buy Menu'</b>
We already knew about this, marines will have access to a Counter-strike type buy menu.
<u><b>Old stuff:</b></u>
Armory
Blink (Fade)
Command Station
Jetpack
Mines
Scan
Distress Beacon
Weapons/Armor upgrades (3 of each)
Cat packs
Infantry Portal
Phase Tech
Shotgun
Grenade Launcher
Advanced Armory
Turrets (Sentry)
Ammo Packs
Health Packs
Spit (Assuming Gorge)
Spikes (Assuming Lerk)
Spores (Assuming Lerk)
Gorge
Fade
Onos
Skulk
Lerk
Welder
Egg (?)
Health Spray
More to come, as well as cleaning this up eventually.
<u><b>New stuff:</b></u>
<b>Build Bot</b>
Cost: 4
Health: 200
Armor: 50
Movespeed: 4
Hover Hight: 1.5
Build distance(?): 75
Weld distance(!): 1
I'm assuming this is just something the commander can place to build his own buildings and weld marines. Pretty simple. I believe that you can see the model on the menu screen for the engine test. If anyone wants to provide a picture that would be great.
<b>
MASC Splash Tech:</b>
Research Time: 30
Research Cost: 20
No idea what this can mean, but it's grouped near an armor tech, which brings me to the next one:
<b>MASC Armor Tech:</b>
Research Time: 30
Research Cost: 20
Assuming this is just an armor upgrade. Maybe Splash Tech was a weapons upgrade?
<b>EMP Tech:</b>
Research time: 20
Research cost: 10
Again, no clue what this is for, since aliens don't use power. Maybe for some kind of MvM play?
<b>Jetpack fuel tech:</b>
Research time: 60
Research cost: 20
Probably extends how long you can use a jetpack for. I can't seriously see this being kept in the final version if that's what it is.
<b>Jetpack Armor:</b>
Research time: 60
Research cost: 20
Maybe gives extra armor to those who have a jetpack equipped?
<b>Exoskeleton Tech:</b>
Research time: 60
Research cost: 20
I'm assuming this is heavy armor. Either that, or it's some kind of armor that makes you move faster and melee stronger, since exoskeleton refers to something that assists your movement.
<b>Exoskeleton Lockdown Tech:</b>
Research time: 60
Research cost: 20
<!--quoteo(post=1765186:date=Apr 10 2010, 04:19 AM:name=Tom Hoen)--><div class='quotetop'>QUOTE (Tom Hoen @ Apr 10 2010, 04:19 AM) <a href="index.php?act=findpost&pid=1765186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exoskeleton has lockdown. You will not be able to move, but you'll have better aim and exoskeleton can have dual miniguns.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Exoskeleton Upgrade Tech:</b>
Research time: 60
Research cost: 20
<b>Flamethrower Tech:</b>
Research time: 60
Research cost: 20
Pretty self explanatory.
<b>Nerve Gas Tech:</b>
Research time: 60
Research cost: 20
Sounds pretty cool, maybe an area of effect ability the commander gets kinda like Lerk spores?
<b>Dual Minigun Tech:</b>
Research time: 60
Research cost: 20
Not really sure. Maybe doubles damage on something like an HMG?
<b>Infest:</b>
Cost: 10
Movespeed: .8
Dynamic Infestation?
<b>Canal:</b>
Cost: 5
Absolutely no idea what this is.
<b>Minigun:</b>
Cost: 25 (each)
Probably NS2's HMG
<b>Dual Minigun:</b>
Cost: 35 (each)
Upgraded version of the minigun.
<b>Flamethrower:</b>
Cost: 30 (each)
<b>Prototype Module:</b>
Cost: 20
??
<b>Drifter:</b>
Armor: 25
Health: 100
Cost: 1
Movespeed: 4
Drifter Flare Tech cost: 10
Drifter Flare Tech time: 25
Drifter Flare Blind time: 10
Yeah, no idea.
<b>Robotics Factory:</b>
Cost: 15
Just another upgrade building.
Crag Health: 500
Whip Health: 500
Shade Health: 500
Shift Health: 500
Thanks to: Brute
<img src="http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs506.snc3/26599_352138168104_87948998104_3762576_5245065_n.jpg" border="0" class="linked-image" />
<b>Hive Levels (?)</b>
For some reason there are 3 levels for a hive, kinda like how in NS1 you were able to build more than 1 hive and get upgrades, but here I'm assuming the hive is now upgradable.
<b>Armory 'Buy Menu'</b>
We already knew about this, marines will have access to a Counter-strike type buy menu.
<u><b>Old stuff:</b></u>
Armory
Blink (Fade)
Command Station
Jetpack
Mines
Scan
Distress Beacon
Weapons/Armor upgrades (3 of each)
Cat packs
Infantry Portal
Phase Tech
Shotgun
Grenade Launcher
Advanced Armory
Turrets (Sentry)
Ammo Packs
Health Packs
Spit (Assuming Gorge)
Spikes (Assuming Lerk)
Spores (Assuming Lerk)
Gorge
Fade
Onos
Skulk
Lerk
Welder
Egg (?)
Health Spray
More to come, as well as cleaning this up eventually.
Comments
Exoskeleton lockdown could be like siege cannon deployment in Starcraft. Makes you immobile but increases armour/accuracy. Takes time to deploy/undeploy, leaving you vulnerable during that time. Just a guess.
Dual minigun is self explanatory - you get a minigun in each hand. Probably with a movement speed penalty.
Canal is probably a replacement for movement chambers, allowing for travel around the map from one canal entrance/exit to another. Possibly linked to dynamic infestation.
Whip, shade, crag and shift are new chambers. Whip for example is oc.
Nervegas could be alien commanders ability, don't forget him!
drifter maybe = weldbot?
and im pretty sure that the dual minigun is actually a dual minigun for the exoskeleton.
Research time: 60
Research cost: 20
Sounds pretty cool, maybe an area of effect ability the commander gets kinda like Lerk spores?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hope this is a marine ability. I want my gas mask (WHICH MAY be inclusive in this research lol).
If for Marine:
It will either be an Upgrade for the Hand-Grenade or the Grenade Launcher attachment for the MG(BR).
Marine version of Spores, probably also blurs vision like any Gas Grenade in other games (R6RVS/BF2SF/Flashbang Blur Effect).
If for Aliens:
No clue. Since the DEVs have said they do not want a bunch of "spell like abilities appearing from thin air" from the Commanders, you really can't guess this one.
I guess the research cost & times will change alot with playtesting (alpha, beta), but it is nice to see that those are already included in the actual game!
Hope the animations for it are good.
I've seen some sort of lifeforms list in there stating Embryo. I thought that was the glowies that'll be dropping random eggs in hive areas.
This was stated officially by the devs way back when.
They also tweeted about the exoskeleton DUAL WEILDING miniguns. Hence...double minigun tech. I'm assuming the Lockdown Exo tech has to do with the ability to bring up both. Pretty rad.
<!--quoteo(post=1765375:date=Apr 10 2010, 01:05 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Apr 10 2010, 01:05 PM) <a href="index.php?act=findpost&pid=1765375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is nor LMG or HMG this time around. That's why this weapon is much larger and bulkier then the NS1 LMG, because it's more like a basic all around assualt rifle.<!--QuoteEnd--></div><!--QuoteEEnd-->
The lockdown tech is about target acquisition they said, a bit like the minigun in AvP I guess.
Kharaa comm places them on the map.
They connect two points.
Instead of being like a phase gate and instantly transporting you they are actual tunnels you travel through.
Marines may be able to go in them also.
But who knows how they work now.
Kharaa comm places them on the map.
They connect two points.
Instead of being like a phase gate and instantly transporting you they are actual tunnels you travel through.
Marines may be able to go in them also.
But who knows how they work now.<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds more like a couple game developers dreaming up cool ideas. I've never heard of any game or engine that could pull off such a feat...dynamically creating new pathways in the level geometry at the click of a button.
Not dynamically creating new pathways. It would utilize a portal system, basically placing an alien infestation tunnel model in between the 2 portal ends. Perfectly doable, though still quite a bit of work to do properly, so it may or may not make it in the first release.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Cory that sounds bad ass. If it is something you can dedicate resources to before release, please do so. We all just want NS2 to be the best it can be.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Like a first person Nydus canal. Pretty sweet.
Now that this is out of the open it stands to fit with the excitement and uniqueness of the game. It'd be a shame this doesn't make 1.0, like the pending cuts on DI and Exoskeleton.
Please make this happen, even if it delays the game a week or two. /personal love
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
If marines are capable of going through them, I see a whole new level of being on edge. Just imagine going through one and having a Kharaa coming right at you. Either way, a lot of exciting things. I was doing fine waiting on the release of NS2, now I can barely wait!
Could someone explain DI/exoskeleton or link?
Anyway, I'm very sure they said exoskeleton armor was the new version of the Heavy Armor. Plus, it's only because of the pre-order
system that they were able to allocate resources to design/create it for the gold release. Otherwise, it would have been patched in much later on.
I'm adding this if I've missed someone else already explaining this.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'm assuming this is heavy armor. Either that, or it's some kind of armor that makes you move faster and melee stronger, since exoskeleton refers to something that assists your movement.<!--QuoteEnd--></div><!--QuoteEEnd-->
No need to assume.
Please make this happen, even if it delays the game a week or two. /personal love<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know if it would just be two weeks, or even a month, but I have to agree. That would be something unique to NS2 and would be awesome. I'm not sure what your release timetable is set at (investors wanting return, how long you can last on ramen, etc) but since the NS2 reviews are basically going to only review NS2 upon release, and most likely never again, I'd love to see something like that in initial release. I'm preaching to the choir, no doubt, but I just wanted to pop in and say how awesome the canal system sounded and how cool it would be to see it in initial release.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Theres a simple and effective way to make it a tunnel you travel through and not just another teleport...
Player jumps in one end and is presented with a long organic looking tunnel (with or without twists and turns)
Player runs down this tunnel till the end and jumps ... out.
Time in the tunnel could be determined by calculating the real time it would take the creature to run from the entry to exit structures. ( as the crow flies , ie direct)
No need to actually render new pathways... a bit like the Onos stomach viewpoint... the player is simply shown a image until he exits the situation (or dies).
Player jumps in one end and is presented with a long organic looking tunnel (with or without twists and turns)
Player runs down this tunnel till the end and jumps ... out.
Time in the tunnel could be determined by calculating the real time it would take the creature to run from the entry to exit structures. ( as the crow flies , ie direct)
No need to actually render new pathways... a bit like the Onos stomach viewpoint... the player is simply shown a image until he exits the situation (or dies).<!--QuoteEnd--></div><!--QuoteEEnd-->
I think Cory's post implies that it isn't just another teleport. He said that they envisioned a infestation tunnel that players could walk through, which would be a model, connected to two entrance/exit points. It doesn't sound like the phase gate where players are instantly transported, unless I'm reading it wrong. I imagine it would still be tricky trying to make the model scale to the entrance/exit points as they may be in different spots every game, but it's very cool and worth the work.
The rest is a matter of code, where you enter and exit, the time you spent in the repeated tunnel model, encounters (marine enters in a canal to axe a fleeing fade, lol)
This thing certainly sound very cool anyhow.