Marines: Tech Tree New Idea
WorthyRival
Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
Hey guys this is some thing i knocked up it is a work in progress. damage rate are just there as an indication ive got one for aliens too but i thought id see how this was received first <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> please enjoy.
Marines
Standard Issue: Combat Knife
Researched at Armory:
Kung Fu Grip: Won’t drop knife when attacked
Throwing Knife: Can use knife as a distance weapon
Standard Issue: Pistol 9mm rounds: Only 2 different types of ammo can be carried.
Researched at Weapons Lab:
12mm Rounds: Damage + 10
Tracking Rounds: Tags enemy with electronic signature seen on map instead of motion
Tranquilizer Rounds: Enemy will become disorientated ( fogged vision ) 15 sec delay
Paralysis Rounds: Immobilizes victim 15 sec delay
Cure Rounds: Cures parasite infected 5 sec delay
Standard Issue: Machine Gun 20mm rounds: Can select only 1 type of attachment.
Researched at Weapons Lab:
Shotgun Attachment: Weapon Selector Switch
Grenade Launcher Attachment: Weapon Selector Switch
Flame Thrower Attachment: Weapon Selector Switch
HMG: Weapon Selector Switch
Advanced Ammo Magazine: All Ammo Magazines gain larger capacity
( Extra Levels Mod by White Panther)
Armour Piecing Rounds: Damage + 25
Explosive Tipped Rounds: Small Explosions on impact
Weapon Self Destruct: becomes a Grenade or booby-trapped if dropped.
Uranium Rounds: Damage + 50
( Extra Levels Mod by White Panther)
Plutonium Rounds: Mini nuclear explosions radiation effected area
Standard Issue: Kevlar Armor 100 points: Research is cumulative
( Some Ideas borrowed from Extra Levels Mod by white panther.)
Researched at Arms Lab:
Combat Armor: + 10 points
Re Enforced Armor: + 20 points
Heavy Armor: + 100 points
Electrified Armor: Enemy Damage when in contact
Re-Active Armor: Regenerative Armor + 2 points per sec
Memory Armor: Regenerative Armor + 5 points per sec
Nano Armor: Regenerative Armor + 20 points per sec
Static Field: Enemy Health & Armour Reduced inside field –10%
Standard Issue: Grenades
None
Researched at Armory:
High Explosive: Damage + 150 blast radius
Flash: Blindness + 10 Sec
Smoke: Obstructs View Distance
Stun: Fogged Vision + 10 Sec
Liquid Nitrogen: Snap freezes all in blast radius
Standard Issue: Equipment
Computer Interface Unit: Activates / Disables all computer devices: Hacking Firewalls etc.
Researched at Armory:
Arc Welder: Repairs everything, welds doors open or closed
Infrared Goggles: See Invisible objects
Thermal Goggles: See Body temperatures
Night Vision: See in the dark
Gas Masks: Protects against inhaled gases
Laser Trip Alarms: Alerts Commander to alarmed area good for spotting cloacked skulks
Laser Trip Mines: Explodes when tripped
Ultra Sonic Mines: Disorientates when tripped
Cluster Mines: Drops 5 Mines in a tight cluster
Holographic Emitter: Creates a holographic image of you to confuse enemy
( think of the film Total Recall)
Sample Syringe: Collect blood samples of the Aliens get back to command center to start to find a cure to parasite
Standard Issue: Marine Abilities
Run: Standard speed and noise
Sprint: Short bursts 10 sec max noise made maximum
Walk: Stealth movement
Communications: Radio Calls
SWAT: Special Weapons and Tactics
Researched at Medical Lab:
Medical Kits: + 50 Health Points
Adrenaline Pack: Run increase + 10%
Sample Syringe: Collect dead Alien blood to start cure research on parasite, paranoia, paralyisis
Clean Weapon: Fixes jammed weapons
Disarm Weapon Self Destruct: Pick up and disarm booby-trapped weapons for use
Enhanced Stamina: Enables longer Sprinting duration
Enhanced Speed: Enables faster running
Enhanced Sight: Enables glowing aliens
Enhanced Jump: Enables higher jumping
Enhanced Strength: Enables +1 Weapon to be carried
Standard Issue: Buildings
Spawn Points: Spawns one marine every 10 sec
Armory: Dispenses Ammo and Health / Upgrades
Weapons Lab: Upgrades Weapons
Arms Lab: Upgrades Armor
Medical Lab: Upgrades Medical Equipment
Observatory / Radar: Upgrades Phase Gates and Motion Tracking
Teleport / Phase Gates: Instantaneous travel between gates
Turret Factory: Allows sentries upgrades to siege & Electrified
Sentry Turrets: Automated stationary gun turret
Siege Turrets: Automated stationary siege turret
Defense Field Emitters: Create a force field projectiles cannot pass through
Proximity Sensors: Show movement in areas placed on mini map
Sensor Distortion: Area affected disrupts scent of fear
Nano Walls: Destructible obstructions, when damaged self repair
Marines
Standard Issue: Combat Knife
Researched at Armory:
Kung Fu Grip: Won’t drop knife when attacked
Throwing Knife: Can use knife as a distance weapon
Standard Issue: Pistol 9mm rounds: Only 2 different types of ammo can be carried.
Researched at Weapons Lab:
12mm Rounds: Damage + 10
Tracking Rounds: Tags enemy with electronic signature seen on map instead of motion
Tranquilizer Rounds: Enemy will become disorientated ( fogged vision ) 15 sec delay
Paralysis Rounds: Immobilizes victim 15 sec delay
Cure Rounds: Cures parasite infected 5 sec delay
Standard Issue: Machine Gun 20mm rounds: Can select only 1 type of attachment.
Researched at Weapons Lab:
Shotgun Attachment: Weapon Selector Switch
Grenade Launcher Attachment: Weapon Selector Switch
Flame Thrower Attachment: Weapon Selector Switch
HMG: Weapon Selector Switch
Advanced Ammo Magazine: All Ammo Magazines gain larger capacity
( Extra Levels Mod by White Panther)
Armour Piecing Rounds: Damage + 25
Explosive Tipped Rounds: Small Explosions on impact
Weapon Self Destruct: becomes a Grenade or booby-trapped if dropped.
Uranium Rounds: Damage + 50
( Extra Levels Mod by White Panther)
Plutonium Rounds: Mini nuclear explosions radiation effected area
Standard Issue: Kevlar Armor 100 points: Research is cumulative
( Some Ideas borrowed from Extra Levels Mod by white panther.)
Researched at Arms Lab:
Combat Armor: + 10 points
Re Enforced Armor: + 20 points
Heavy Armor: + 100 points
Electrified Armor: Enemy Damage when in contact
Re-Active Armor: Regenerative Armor + 2 points per sec
Memory Armor: Regenerative Armor + 5 points per sec
Nano Armor: Regenerative Armor + 20 points per sec
Static Field: Enemy Health & Armour Reduced inside field –10%
Standard Issue: Grenades
None
Researched at Armory:
High Explosive: Damage + 150 blast radius
Flash: Blindness + 10 Sec
Smoke: Obstructs View Distance
Stun: Fogged Vision + 10 Sec
Liquid Nitrogen: Snap freezes all in blast radius
Standard Issue: Equipment
Computer Interface Unit: Activates / Disables all computer devices: Hacking Firewalls etc.
Researched at Armory:
Arc Welder: Repairs everything, welds doors open or closed
Infrared Goggles: See Invisible objects
Thermal Goggles: See Body temperatures
Night Vision: See in the dark
Gas Masks: Protects against inhaled gases
Laser Trip Alarms: Alerts Commander to alarmed area good for spotting cloacked skulks
Laser Trip Mines: Explodes when tripped
Ultra Sonic Mines: Disorientates when tripped
Cluster Mines: Drops 5 Mines in a tight cluster
Holographic Emitter: Creates a holographic image of you to confuse enemy
( think of the film Total Recall)
Sample Syringe: Collect blood samples of the Aliens get back to command center to start to find a cure to parasite
Standard Issue: Marine Abilities
Run: Standard speed and noise
Sprint: Short bursts 10 sec max noise made maximum
Walk: Stealth movement
Communications: Radio Calls
SWAT: Special Weapons and Tactics
Researched at Medical Lab:
Medical Kits: + 50 Health Points
Adrenaline Pack: Run increase + 10%
Sample Syringe: Collect dead Alien blood to start cure research on parasite, paranoia, paralyisis
Clean Weapon: Fixes jammed weapons
Disarm Weapon Self Destruct: Pick up and disarm booby-trapped weapons for use
Enhanced Stamina: Enables longer Sprinting duration
Enhanced Speed: Enables faster running
Enhanced Sight: Enables glowing aliens
Enhanced Jump: Enables higher jumping
Enhanced Strength: Enables +1 Weapon to be carried
Standard Issue: Buildings
Spawn Points: Spawns one marine every 10 sec
Armory: Dispenses Ammo and Health / Upgrades
Weapons Lab: Upgrades Weapons
Arms Lab: Upgrades Armor
Medical Lab: Upgrades Medical Equipment
Observatory / Radar: Upgrades Phase Gates and Motion Tracking
Teleport / Phase Gates: Instantaneous travel between gates
Turret Factory: Allows sentries upgrades to siege & Electrified
Sentry Turrets: Automated stationary gun turret
Siege Turrets: Automated stationary siege turret
Defense Field Emitters: Create a force field projectiles cannot pass through
Proximity Sensors: Show movement in areas placed on mini map
Sensor Distortion: Area affected disrupts scent of fear
Nano Walls: Destructible obstructions, when damaged self repair
Comments
They are ideas, not game code going into the game.
Which ones don't you like or do you like. and we can discuss.
I know i posted heaps but it seemed silly to post a new topic on every idea.
But, just instead of " paralysed 15 sec " : " slowed 5 sec " <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
The other ideas are, imo, too hard to code ( don't really know tbh <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ), and looks like a mix with " UT2006 " / " Supreme Commander " and Starcraft :/
Well instead of calling level 3 weapons or level 3 armor which isnt very inventive. put in names of stuff thats sounds cool like armor piecing rounds / re active armor
as i said all the damage and times are just indications with out having a working model you just cant balance properly.
as for the coding most of its already done in the original NS or mods for it. im not sure weather they are building NS2 from the ground up or if they heavily porting code from the original.
going thru all would take too long. So i'll say this. too hard to balance everything and way too confusing for commanders. there r also some redundant ideas IMO, e.g. nightvision.
This is NS2 on the source engine. so old ideas that couldnt be implemented in HL1 can be revisited in this engine.
If you had read any of the postings you would have seen that. instead your trolling. and talking out your, whats another name for a donkey ?