Marine Weaponry Tech and Some Alien Ideas
fourkillmaster
Join Date: 2013-09-01 Member: 187528Members
The Marines have lots of room for new and experimental technology. So why not add in some more weapons to spice things up.
Mech Suits
These bad boys can now get flamethrowers which should deal about the same damage as two flamethrowers combined.
A grenade launcher which holds 10 rounds and can be specialized to have the effects of the newly added grenades. So you can have two nade launchers on a mech one with pulse grenades and another with clusters.
A new melee upgrade like a giant axe or chainsaw so if you want a melee exo you can get up close to those aliens.
Marines
Under-barrel grenade launcher makes a return because hey its cool just make it cost 10 res. Not as good as the nade launcher but it gets the job done.
Under-barrel shotgun attachment would be nice to, balance it out by having you only load up 2 or 3 shells.
A new full auto pistol upgrade with extended magazine.
A heavy pistol that dishes out skulks in 2 or 3 shots.
A small shotgun secondary 1 shot only.
A Heavy Machine Gun cross between lmg and exo minigun.
Marine carried railgun less damage then exo rail.
Buyable Gasmask to withstand poison attacks from the lerk.
Laser alarms placeable in vents hallways chokepoints to warn of a possible alien attack. When triggered a loud alarm blares and players maps are updated along with a hud update such as "Movement in Sector 9 Hallway"
Incendiary grenades with a wide radius and 10 seconds burn damage.
Marine Tech
Robotics factory can now construct a new ARC with a sentry on top. Useful for those wanting to defend there arcs on route to hive.
A new structure known as the defense turret. Big enter-able turret with weapons of the exos but stationary and cost 25% less than an exo to construct.
Turrets can now have flamethrowers nade launchers etc.
A new personal mac for marines. Smaller size, follows the purchaser around until death, can have a flamethrower, shotgun, lmg or grenade launcher.
Alens
New structure for gorges called gloop. When a marine steps in it they become stuck to that spot until they destroy it with a flamethrower axe or nadelauncher.
Infestation now covers the whole room including sealing making a truly alien landscape.
Veils now instead of making things invisible creates a thick fog only viewable by 5 or 6 feet. Marines maps are disable and overhead icons for friendly's off making it confusing telling friend from foe.
When a marine dies in infestation he is absorbed and enhances the growth of all nearby alien structures for 5 seconds.
All aliens are slowly healed when standing on any type of infestation after 10 seconds of no damage.
Fades can select a teleportation spot from a distance and then teleport to that spot using half there energy pool. Making scarier fades that can be less predictable.
Mech Suits
These bad boys can now get flamethrowers which should deal about the same damage as two flamethrowers combined.
A grenade launcher which holds 10 rounds and can be specialized to have the effects of the newly added grenades. So you can have two nade launchers on a mech one with pulse grenades and another with clusters.
A new melee upgrade like a giant axe or chainsaw so if you want a melee exo you can get up close to those aliens.
Marines
Under-barrel grenade launcher makes a return because hey its cool just make it cost 10 res. Not as good as the nade launcher but it gets the job done.
Under-barrel shotgun attachment would be nice to, balance it out by having you only load up 2 or 3 shells.
A new full auto pistol upgrade with extended magazine.
A heavy pistol that dishes out skulks in 2 or 3 shots.
A small shotgun secondary 1 shot only.
A Heavy Machine Gun cross between lmg and exo minigun.
Marine carried railgun less damage then exo rail.
Buyable Gasmask to withstand poison attacks from the lerk.
Laser alarms placeable in vents hallways chokepoints to warn of a possible alien attack. When triggered a loud alarm blares and players maps are updated along with a hud update such as "Movement in Sector 9 Hallway"
Incendiary grenades with a wide radius and 10 seconds burn damage.
Marine Tech
Robotics factory can now construct a new ARC with a sentry on top. Useful for those wanting to defend there arcs on route to hive.
A new structure known as the defense turret. Big enter-able turret with weapons of the exos but stationary and cost 25% less than an exo to construct.
Turrets can now have flamethrowers nade launchers etc.
A new personal mac for marines. Smaller size, follows the purchaser around until death, can have a flamethrower, shotgun, lmg or grenade launcher.
Alens
New structure for gorges called gloop. When a marine steps in it they become stuck to that spot until they destroy it with a flamethrower axe or nadelauncher.
Infestation now covers the whole room including sealing making a truly alien landscape.
Veils now instead of making things invisible creates a thick fog only viewable by 5 or 6 feet. Marines maps are disable and overhead icons for friendly's off making it confusing telling friend from foe.
When a marine dies in infestation he is absorbed and enhances the growth of all nearby alien structures for 5 seconds.
All aliens are slowly healed when standing on any type of infestation after 10 seconds of no damage.
Fades can select a teleportation spot from a distance and then teleport to that spot using half there energy pool. Making scarier fades that can be less predictable.
Comments
which is a terrible foundation for designing gameplay mechanics.
Well if the devs actually added things that would keep people playing there game they wouldn't need players to donate 500 grand for an update that shouldn't cost anywhere near that. If they wanted to balance these things they could.