Marines Nuke

CplDavisCplDavis 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.
«1

Comments

  • Dead_DragonDead_Dragon Join Date: 2002-12-17 Member: 10972Members
    The marines Nuke was removed from the game before it was released to us grubby masses.
  • Sh0tSh0t Join Date: 2002-11-02 Member: 3882Members
    Actually the NS nuke command wasn't a command for ingame, it's connected to the silos in UTAH. They figured the best place to hide the button was inside of a Half Life mod.


    They had to take it out in beta testing because Saddam agreed to allow the inspectors in after all.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Nuke was tested, but it was horribly unbalanced and never worked too well so it was removed. Flay didn't have the time to edit the code that controlled what keys are avliable on the config menu, however, so viola!
  • o2_wastero2_waster Join Date: 2003-01-10 Member: 12117Members
    this would be cool if it was hard to get and was like a one chance thing and even then a marine had to place it or something like....

    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.


    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--QuoteBegin--Sh0t+Jan 9 2003, 11:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sh0t @ Jan 9 2003, 11:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually the NS nuke command wasn't a command for ingame, it's connected to the silos in UTAH. They figured the best place to hide the button was inside of a Half Life mod.


    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!!!
  • SecretFireSecretFire Join Date: 2003-01-02 Member: 11712Members
    I recall someone sayign that it would be a good way for the marines to make their final exit from a game in a somewhat graceful manner. As the fades close in, the comm pops the button and *boom* everyone get's a nice little graphic or somesuch.

    Although now that I think about it, it would be easily abusable by people trolling the marine team.
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    In real life, they would actually nuke the ship/planet because of the If I cant have it, no one can attitude.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin--Redford+Jan 10 2003, 12:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Jan 10 2003, 12:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nuke was tested, but it was horribly unbalanced and never worked too well so it was removed. Flay didn't have the time to edit the code that controlled what keys are avliable on the config menu, however, so viola!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • EvoEvo Join Date: 2003-01-11 Member: 12180Members
    <!--QuoteBegin--SecretFire+Jan 10 2003, 01:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SecretFire @ Jan 10 2003, 01:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I recall someone sayign that it would be a good way for the marines to make their final exit from a game in a somewhat graceful manner. As the fades close in, the comm pops the button and *boom* everyone get's a nice little graphic or somesuch.

    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-->
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    haha that nuke would ROCK
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin--Evo+Jan 11 2003, 06:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evo @ Jan 11 2003, 06:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SecretFire+Jan 10 2003, 01:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SecretFire @ Jan 10 2003, 01:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I recall someone sayign that it would be a good way for the marines to make their final exit from a game in a somewhat graceful manner. As the fades close in, the comm pops the button and *boom* everyone get's a nice little graphic or somesuch.

    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.
  • EvoEvo Join Date: 2003-01-11 Member: 12180Members
    No, no silly, it wouldn't be a win. It would count as a Marine loss (and therefore an Alien victory). It would just be a more dignified way of being absolutely crushed. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    If there was a nuke it would be like this:

    <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!
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    hmm maybe not for the winning team...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited January 2003
    Ah, voogru has done it again. q:

    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
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    <!--QuoteBegin--coil+Jan 15 2003, 11:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jan 15 2003, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ah, voogru has done it again. q:

    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?
  • KingKahuna[KKG]™KingKahuna[KKG]™ Join Date: 2002-11-21 Member: 9507Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--coil+Jan 15 2003, 11:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jan 15 2003, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ah, voogru has done it again. q:

    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.
  • ECA_TelECA_Tel Join Date: 2002-12-24 Member: 11465Members
    next you will be telling us that aliens can take hostages and the marines have to rescue them.
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin--|-ECA.Tel-|+Jan 16 2003, 07:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|-ECA.Tel-| @ Jan 16 2003, 07:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->next you will be telling us that aliens can take hostages and the marines have to rescue them.
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    lol
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    Erm, voogru, who won that game? Everyone died.
  • KingKahuna[KKG]™KingKahuna[KKG]™ Join Date: 2002-11-21 Member: 9507Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Silent But Violent+Jan 16 2003, 03:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silent But Violent @ Jan 16 2003, 03:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Erm, voogru, who won that game? Everyone died.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    is called a tie.. doh
  • flipmosquadflipmosquad Join Date: 2002-11-26 Member: 10039Members
    <!--QuoteBegin--Sh0t+Jan 10 2003, 12:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sh0t @ Jan 10 2003, 12:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually the NS nuke command wasn't a command for ingame, it's connected to the silos in UTAH. They figured the best place to hide the button was inside of a Half Life mod.


    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!!!
  • n00bletn00blet Join Date: 2002-11-14 Member: 8593Members
    If anyone's read the tradepaperback Aliens: Berserker, they know that in the story the marines use a nuclear failsafe device to ensure the alien infestation doesn't spread should they fail to complete their mission. They would have a limited amount of time in which to complete their objective and get out, after which the nuke goes off and the aliens die anyways along with a healthy helping of collateral damage (don't stand too close.)

    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.
  • AUScorpionAUScorpion Join Date: 2003-01-05 Member: 11842Members
    <!--QuoteBegin--n00blet+Jan 16 2003, 04:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n00blet @ Jan 16 2003, 04:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • n00bletn00blet Join Date: 2002-11-14 Member: 8593Members
    You misunderstand, I was citing an example for the book in the first paragraph then suggesting a way to perhaps implement a nuke along those lines. And that suggestion was that if neither side found a way to achieve victory before the map time ended, a nuke would conclude the map in a draw. This would provide some incentive for both teams to hurry, and perhaps if the marines were losing they might be inclined to at least fight it out until armageddon instead of their commander recycling all the portals and everyone tapping out with F4.
  • Bounty_Hunter1Bounty_Hunter1 Join Date: 2002-12-31 Member: 11673Members
    wasnt it the game designers that said the side are not sposed to be balenced
    ( 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
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    So what now? Is the nuke still in progress or has it been totally writen off? When can we expect it?
  • AUScorpionAUScorpion Join Date: 2003-01-05 Member: 11842Members
    <!--QuoteBegin--Bounty Hunter+Jan 19 2003, 05:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bounty Hunter @ Jan 19 2003, 05:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And what use whould a nuke be have u ever seen what a nuke can do<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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."
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    I'd like a vote to nuke (sort of like voting to eject a commander in the popup menu). But only a small nuke that would kill all marine structures and everything else in the blast area(big but not HUGE). Sort of a "if we are going to lose lets do it with style" thing. But I'm afraid that would promote giving up prematurely, when rushing a hive after 2 minutes didnt work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> . But when there is no comm console and the aliens have 2 hives or more well defended, I'd take nuke anytime.
  • Proclaimed_MessiahProclaimed_Messiah Join Date: 2003-01-23 Member: 12662Members
    Yeah nuke is definetly still in game, i seen it used on voogru server the other day (might have been coronas in space). Only seen it once though after a week of 24/7 playing.
Sign In or Register to comment.