A new Game Mode tech progression.
deathshroud
Join Date: 2010-04-10 Member: 71291Members
My idea is a sort of tech progression, at the start of a game, the commander may select a progression path for each team. so the aliens choose either shade/crag or shift. the marines choose either robotics, prototype or infantry command station, they will be stuck with their selection but may hold off on selecting a progressive route if they choose but may only ever choose 1.
Each path has its own upgrades and unique structures that come into play through the progression and capture of tech points.
to better explain what i mean i will start with the aliens...
<u><b>Alien Progression</b></u>
A few new additions to the alien team in general, gorges may now place sores, these are funnel like structures which provide, mild passive healing to nearby structures and aliens, a weaker form of a crag.
<u><b>Alien Shade Hive</b></u>
choosing the alien shade hive route will cause all further hives to be shade hives and provides aliens with ways to counter marines defensively and also avoid observation detection.
<b>Traits</b>
the traits that are given for the aliens are in 3 tiers and can be used all at the same time.. the first trait for shade aliens is silence, the second is camouflage and the 3rd is stealth, the first 2 are already in game and in order to create these upgrades you require 1 hive. the 3rd tier requires 2 hives and makes the aliens invisible to observation detection however an observatory will still uncloak a camouflaged alien, they just wont show up on the map.
aliens can take all 3 traits at once, so an alien can have silence and camouflage since they no longer share the same upgrade slot.
<b>Unique evolution</b>
the unique evolution for the shade hive is barbed parasite, the barbed parasite requires 2 hives, it costs more skulk energy than a normal parasite but it delivers more damage and also slows the targets movement for a few seconds.
<b>Unique Structures</b>
<b>Shade</b>
The shade provides camouflage to nearby aliens and structures, it also has the abilities ink and hallucination.
<b>Veil</b>
the veil provides commanders with the ability to create traits for the alien players, silence costing 10 res, camouflage costing 15 and stealth costing 20 and at least 2 hives.
<b>Bloat</b>
the bloat is a defensive structure that can consume a marine who happens to walk into it, whilst easy to spot looking like a large translucent sack with a mouth hanging from a singular tentacle it can be formidable when combined with a shade. a marine that walks into the structure is consumed within it and can only free himself using either a switch axe or welder, both methods take considerable time all the while taking damage slowly from the structure, other marines can free the trapped marine by shooting it. however the trapped marine is immune to all other outside damage except gorge spray and lerk spores. the bloat may also absorb arc fire, it essentially attracts the attention of an arc if within range of the arc and the fire from the arc is contained within the bloat. bloats make great defensive structures against ARCs.
<u><b>Alien Crag Hive</b></u>
the crag hive route provides mostly defensive abilities and structures to the aliens making it much harder for marines to take a point away from the alien team.
<b>Traits</b>
the 3 traits the commander may provide for aliens with a crag hive are tier 1 regeneration, tier 2 carapace and tier 3 toxin, the tier 3 trait is an offensive trait for crag hive aliens and provides aliens with a slight damage over time to marines from a bite delivered by the aliens. The toxin only works with bite attacks. Marines will slowly loose health for 10 seconds unless medi packed within that time.
<b>Unique Evolution</b>
Gorge Umbra, the Gorge Umbra resembles the lerk umbra, allowing gorges to create a cloud of umbra to help defend areas and structures. the Gorge umbra costs more energy than the lerk umbra. gorge Umbra costs 20 res and requires 2 hives.
<b>Unique Structures</b>
<b>Crag</b>
The crag is a defensive structure for aliens providing a moderate passive heal to structures and aliens, the crag has 2 abilities which are heal wave and babblers. Babblers are small parasitic creatures that live within crags and when disturbed may attack.
<b>Shell</b>
the shell is the trait structure for crag aliens and provides the aliens with the three traits regeneration, carapace and toxin.
<b>Mollusc</b>
the mollusc is a defensive structure that feeds off power nodes, power nodes that are within infested area may have a mollusc placed upon them. the mollusc is a shell like structure that covers a broken power node and prevents marines from building it. the mollusc is a very tough creature with a lot of hit points but very vulnerable to flamethrowers. upon death the mollusc produces a cloud of spores. The mollusc is useful for preventing ninja attempts by marine players to build phase gates within your controlled areas.
<u><b>Alien Shift Hive</b></u>
The alien shift hive provides movement and offensive structures for the alien team. Giving aliens the edge when it comes to an aggressive play style.
<b>Alien Traits</b>
the three traits at the alien teams disposal are tier 1 adrenaline, tier 2 celerity and tier 3
<b>Unique Evolution</b>
the unique evolution for a shift hive is lerk bile bombs, the lerk bile bomb replaces the spores upgrade and requires 2 hives, the lerk bile bomb requires a lot of energy from the lerk but can be very effective in bombing runs through marine bases.
Unique Structures
Shift
the shift is a support structure capable of spawning eggs for aliens to respawn from and providing an energy burst throguh its energize upgrade. shifts have the abilities, hatch eggs, energize and echo.
Spur
the spur is the trait structure for a shift hive
Cobra
the cobra is an offensive structure and resembles the ns1 offensive structure, it essentially fires barbed spikes similar to a hydra and resembles a singular hydra tendril but on a much larger scale. the Cobra delivers a ranged attack to marines within its range. The Cobra is a static structure and cannot be moved like a whip.
Each path has its own upgrades and unique structures that come into play through the progression and capture of tech points.
to better explain what i mean i will start with the aliens...
<u><b>Alien Progression</b></u>
A few new additions to the alien team in general, gorges may now place sores, these are funnel like structures which provide, mild passive healing to nearby structures and aliens, a weaker form of a crag.
<u><b>Alien Shade Hive</b></u>
choosing the alien shade hive route will cause all further hives to be shade hives and provides aliens with ways to counter marines defensively and also avoid observation detection.
<b>Traits</b>
the traits that are given for the aliens are in 3 tiers and can be used all at the same time.. the first trait for shade aliens is silence, the second is camouflage and the 3rd is stealth, the first 2 are already in game and in order to create these upgrades you require 1 hive. the 3rd tier requires 2 hives and makes the aliens invisible to observation detection however an observatory will still uncloak a camouflaged alien, they just wont show up on the map.
aliens can take all 3 traits at once, so an alien can have silence and camouflage since they no longer share the same upgrade slot.
<b>Unique evolution</b>
the unique evolution for the shade hive is barbed parasite, the barbed parasite requires 2 hives, it costs more skulk energy than a normal parasite but it delivers more damage and also slows the targets movement for a few seconds.
<b>Unique Structures</b>
<b>Shade</b>
The shade provides camouflage to nearby aliens and structures, it also has the abilities ink and hallucination.
<b>Veil</b>
the veil provides commanders with the ability to create traits for the alien players, silence costing 10 res, camouflage costing 15 and stealth costing 20 and at least 2 hives.
<b>Bloat</b>
the bloat is a defensive structure that can consume a marine who happens to walk into it, whilst easy to spot looking like a large translucent sack with a mouth hanging from a singular tentacle it can be formidable when combined with a shade. a marine that walks into the structure is consumed within it and can only free himself using either a switch axe or welder, both methods take considerable time all the while taking damage slowly from the structure, other marines can free the trapped marine by shooting it. however the trapped marine is immune to all other outside damage except gorge spray and lerk spores. the bloat may also absorb arc fire, it essentially attracts the attention of an arc if within range of the arc and the fire from the arc is contained within the bloat. bloats make great defensive structures against ARCs.
<u><b>Alien Crag Hive</b></u>
the crag hive route provides mostly defensive abilities and structures to the aliens making it much harder for marines to take a point away from the alien team.
<b>Traits</b>
the 3 traits the commander may provide for aliens with a crag hive are tier 1 regeneration, tier 2 carapace and tier 3 toxin, the tier 3 trait is an offensive trait for crag hive aliens and provides aliens with a slight damage over time to marines from a bite delivered by the aliens. The toxin only works with bite attacks. Marines will slowly loose health for 10 seconds unless medi packed within that time.
<b>Unique Evolution</b>
Gorge Umbra, the Gorge Umbra resembles the lerk umbra, allowing gorges to create a cloud of umbra to help defend areas and structures. the Gorge umbra costs more energy than the lerk umbra. gorge Umbra costs 20 res and requires 2 hives.
<b>Unique Structures</b>
<b>Crag</b>
The crag is a defensive structure for aliens providing a moderate passive heal to structures and aliens, the crag has 2 abilities which are heal wave and babblers. Babblers are small parasitic creatures that live within crags and when disturbed may attack.
<b>Shell</b>
the shell is the trait structure for crag aliens and provides the aliens with the three traits regeneration, carapace and toxin.
<b>Mollusc</b>
the mollusc is a defensive structure that feeds off power nodes, power nodes that are within infested area may have a mollusc placed upon them. the mollusc is a shell like structure that covers a broken power node and prevents marines from building it. the mollusc is a very tough creature with a lot of hit points but very vulnerable to flamethrowers. upon death the mollusc produces a cloud of spores. The mollusc is useful for preventing ninja attempts by marine players to build phase gates within your controlled areas.
<u><b>Alien Shift Hive</b></u>
The alien shift hive provides movement and offensive structures for the alien team. Giving aliens the edge when it comes to an aggressive play style.
<b>Alien Traits</b>
the three traits at the alien teams disposal are tier 1 adrenaline, tier 2 celerity and tier 3
<b>Unique Evolution</b>
the unique evolution for a shift hive is lerk bile bombs, the lerk bile bomb replaces the spores upgrade and requires 2 hives, the lerk bile bomb requires a lot of energy from the lerk but can be very effective in bombing runs through marine bases.
Unique Structures
Shift
the shift is a support structure capable of spawning eggs for aliens to respawn from and providing an energy burst throguh its energize upgrade. shifts have the abilities, hatch eggs, energize and echo.
Spur
the spur is the trait structure for a shift hive
Cobra
the cobra is an offensive structure and resembles the ns1 offensive structure, it essentially fires barbed spikes similar to a hydra and resembles a singular hydra tendril but on a much larger scale. the Cobra delivers a ranged attack to marines within its range. The Cobra is a static structure and cannot be moved like a whip.
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