Marines Nuke
CplDavis
I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
<div class="IPBDescription">How and Where</div> Ive Been playing this great mod since the day it came out. And as I was chainging my controls around in the "control" section there is a commander's hot key for a Nuke. (Unless I have just been imagining this the whole time)
But I have never EVER seen it used in a game, and I play a lot. No one knows how to get it or use it. My roommate and I set up a small server in our dorm to try to build al the marine structures to see if we could get it but with no luck.
So since noone has ever even mentioned it to my knowing, does this thing even exist or what? And if it does how do you get/use it?
Thanks to anyone who can answer.
But I have never EVER seen it used in a game, and I play a lot. No one knows how to get it or use it. My roommate and I set up a small server in our dorm to try to build al the marine structures to see if we could get it but with no luck.
So since noone has ever even mentioned it to my knowing, does this thing even exist or what? And if it does how do you get/use it?
Thanks to anyone who can answer.
Comments
They had to take it out in beta testing because Saddam agreed to allow the inspectors in after all.
the commander drops a nuke at base and a marine carries it to 1 hive and drops it it takes 90 secs and fades can destroy it with enough acid, but after one use you could use them no more....
ahh marines have enough ease taking out hives with siege turrents jsut my ideas.
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They had to take it out in beta testing because Saddam agreed to allow the inspectors in after all.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
hahahahhaa ROFLMAO!!!
Although now that I think about it, it would be easily abusable by people trolling the marine team.
it's not the code, it's a text line on gfx/shell/kbact.lst:
"hotkey39" "Nuke"
remove this line and the command won't be there.
Although now that I think about it, it would be easily abusable by people trolling the marine team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually, I like that idea. Just today I was playing, and the battle was going badly for us Marines. We were staging a last-ditch kinda defense of a few areas, but we were swarmed and stomped rather quickly. So what did our commander do? Sold all of our buildings so no one could respawn. Oh, gee, this is fun. Several of us voiced the opinion that "We'd rather go down fighting than like this." but the commander wouldn't have it.
Anywho, it might be a nice way to end a hopeless game, rather than just sitting around and watching your base get trashed. As for llama-commander protection, thats simple. All that has to happen is the Commander hits the nuke (and then a 'confirm') button, and every Marine is alerted. Then, the marines use their vote menus to vote yes or no to the nuke. If the majority of the team gives the go-ahead, your set. Start up all the flashing lights, and groovy female voices calmly stating "30 seconds to nuclear self-destruct.", while all the marines run like hell back to a spawner or something to be sent back to the ship. And when the counter hits zero, you don't even have to do anything fancy. Just make everyones screen start rumbling and then turn pure white - game over.
Then again, it might be more fun to just grab a shotgun and start wading through aliens. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Although now that I think about it, it would be easily abusable by people trolling the marine team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually, I like that idea. Just today I was playing, and the battle was going badly for us Marines. We were staging a last-ditch kinda defense of a few areas, but we were swarmed and stomped rather quickly. So what did our commander do? Sold all of our buildings so no one could respawn. Oh, gee, this is fun. Several of us voiced the opinion that "We'd rather go down fighting than like this." but the commander wouldn't have it.
Anywho, it might be a nice way to end a hopeless game, rather than just sitting around and watching your base get trashed. As for llama-commander protection, thats simple. All that has to happen is the Commander hits the nuke (and then a 'confirm') button, and every Marine is alerted. Then, the marines use their vote menus to vote yes or no to the nuke. If the majority of the team gives the go-ahead, your set. Start up all the flashing lights, and groovy female voices calmly stating "30 seconds to nuclear self-destruct.", while all the marines run like hell back to a spawner or something to be sent back to the ship. And when the counter hits zero, you don't even have to do anything fancy. Just make everyones screen start rumbling and then turn pure white - game over.
Then again, it might be more fun to just grab a shotgun and start wading through aliens. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't think that "buying" your victory is a good thing. Marines would always win.
<img src='http://www.voogru.net/www/images/ns_bast0009.jpg' border='0' alt='user posted image'>
I programmed my own nuke (however only admins can do it)
A nuke ends the game, but its a round draw since the white flash hides the "Team X won" message.
Other than that, nukes are fun!
Anyway, regarding the REAL nuke:
The original nuke could be dropped anywhere - like medpacks or ammo - once a nuke factory had been built (I think it required an advanced armory and possibly the prototype lab). It had about a 30-second timer, and 3 of them were about what it took to take down a hive. Cost was about 75 per nuke, I think.
The problem with it was the "nuke 'em all" strategy. The commander would tech to nukes, set up a bare-bones defense in base, *maybe* take a second node... and then wait. And wait. No upgrades, no advanced technology, nothing. When he had about 600+ RPs, he scanned all the hives and dropped 3-5 nukes at each active hive. Even though nukes were destroyable, the sheer number overwhelmed any possibility of the aliens saving the hives; instant no-hives.
The nuke is still being looked at; one idea has been a CS-like carryable, but probably in the primary slot. Carry it to the "nuke site," drop it, build/weld/commander activates it (various ideas), and then defend it till it goes off. Another was Starcraft-style, where it must be built at the factory before it can be used.
[NSGuide]coil
Anyway, regarding the REAL nuke:
The original nuke could be dropped anywhere - like medpacks or ammo - once a nuke factory had been built (I think it required an advanced armory and possibly the prototype lab). It had about a 30-second timer, and 3 of them were about what it took to take down a hive. Cost was about 75 per nuke, I think.
The problem with it was the "nuke 'em all" strategy. The commander would tech to nukes, set up a bare-bones defense in base, *maybe* take a second node... and then wait. And wait. No upgrades, no advanced technology, nothing. When he had about 600+ RPs, he scanned all the hives and dropped 3-5 nukes at each active hive. Even though nukes were destroyable, the sheer number overwhelmed any possibility of the aliens saving the hives; instant no-hives.
The nuke is still being looked at; one idea has been a CS-like carryable, but probably in the primary slot. Carry it to the "nuke site," drop it, build/weld/commander activates it (various ideas), and then defend it till it goes off. Another was Starcraft-style, where it must be built at the factory before it can be used.
[NSGuide]coil<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I like this idea of having it carryable. That way it couldnt be as easily exploited. Would it still be 75 res or would it be lowered in price?
Anyway, regarding the REAL nuke:
The original nuke could be dropped anywhere - like medpacks or ammo - once a nuke factory had been built (I think it required an advanced armory and possibly the prototype lab). It had about a 30-second timer, and 3 of them were about what it took to take down a hive. Cost was about 75 per nuke, I think.
The problem with it was the "nuke 'em all" strategy. The commander would tech to nukes, set up a bare-bones defense in base, *maybe* take a second node... and then wait. And wait. No upgrades, no advanced technology, nothing. When he had about 600+ RPs, he scanned all the hives and dropped 3-5 nukes at each active hive. Even though nukes were destroyable, the sheer number overwhelmed any possibility of the aliens saving the hives; instant no-hives.
The nuke is still being looked at; one idea has been a CS-like carryable, but probably in the primary slot. Carry it to the "nuke site," drop it, build/weld/commander activates it (various ideas), and then defend it till it goes off. Another was Starcraft-style, where it must be built at the factory before it can be used.
[NSGuide]coil<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That IS a real nuke. We use it to set time limit on game play.
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lol
is called a tie.. doh
They had to take it out in beta testing because Saddam agreed to allow the inspectors in after all.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
lolol!!!
If nukes can't be balanced for ingame use then I think a slightly reduced game timer counting down to a small-scale nuclear winter would certainly provide the incentive for both teams to pursue victory with all due haste.
The what would be the end benefit of speedily decimating the marines? The aliens get more time to watch the timer go down?
It doesn't seem logical to allow the aliens a simple means of disabling the device, but that would make the battle entirely futile. Despite the hardship, and the many skulks who died...the bacterium does not spread farther, making it a "win, draw" scenario for marines and a "lose, lose" scenario for aliens.
My idea to make this more practical is to make the "contingency nuke" a medium sized building with lots of pretty red lights and radiation signs able to be built late mid-game, and will go off within 2 minutes of arming (A 20 res research). Of course there should be not count-down stopper but to recycle the nuke or have it destroyed by aliens.
( i cant spell so dont mention it)
personaly i think the onlt thing that makes this game anoying is the command chair skulks love to rush marines And they mainly target the command chair so Instead of worrying about a nuke WHat about some kind of preventative of early skulk barages as i have had too many games with skulk ruining it cos they rush the marines ns_dank has a nice idea of enclosed marines start only open able by the inside and a heavyly seald vent for skulks to eventuly break through
And what use whould a nuke be have u ever seen what a nuke can do
Ever watched the history channel? They show images of Nuclear weapons tests occasionally. So yes, I've seen what a "nuke" can do.
I'd think a nuke would blow everything to heck and back.
To n00blet:
I think my post is still quite applicable if you take in account that there is a storyline to worry about. How can the alien infestation be spreading at an insanely fast pace if the TSA has the resources to place a nuclear detonator at the beginning of every mission, on every ship/base/spaceport that the infestation ever turns up in?
But, barring storyline, I doubt a countdown will ever be default since one team can suddenly gain the upper hand after several hours of play. I've played in those games many times and rare are those that think it was a "bad game."