So What Exactly Was Nuke Anyhow?
MaTT
Join Date: 2002-11-01 Member: 3033Members
<div class="IPBDescription">Question for the people 'in the know' :)</div> Now i've read about the old nuke feature a few times on these forums and i have gathered that it was overpowered and was taken out before the v1.0 release. I've also used the search feature on these forums several times for more information on nukes but have found nothing of interest. If you have not heard of the nuke before, then go to the NS controls menu and you will see that you can map a key to nuke under the commander hotkey section.
Now what ive always wondered is exactly how this feature worked? How was it researched? Was it activated by a device the marines carried or something? And exactly how overpowered and devastating was this feature? Please note that im not asking for this feature to be re-added to the game... Im just a curious soul... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
If the details of this removed feature are meant to be kept secret then will a mod please close this post!
Now what ive always wondered is exactly how this feature worked? How was it researched? Was it activated by a device the marines carried or something? And exactly how overpowered and devastating was this feature? Please note that im not asking for this feature to be re-added to the game... Im just a curious soul... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
If the details of this removed feature are meant to be kept secret then will a mod please close this post!
Comments
lol.... imagine the comm placing a machine with a big red self destruct button in the middle of the marine base...
Interesting indeed. Perhaps Flay will weigh in at some point...
Marines don't need more firepower to kill a hive. The problem is <i>reaching</i> the hive.
Marines don't need more firepower to kill a hive. The problem is <i>reaching</i> the hive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Are you suggesting marines need more firepower to reach the hive? lol
it would be cool if it came back but in the same was a xenocide i.e the nukes cost (e.g) 150 res and are picked up like JP's then a marine can carry the nuke and detonate it near OC or a hive and it does massive damage, the marine would die but it would be worth if it ment taking a hive over. it could also wipe out ALL ailens inside a certain radius,this would be very useful when the marines are making a last stand agains fades & ornos, it'll give them a few mins to get back on their feet
Honestly, having a counter to everything is not the way to balance NS. If you lost 3 hives, you dropped the ball, so grab yer ankles and kiss yer backside goodbye. It is possible to come back from 3 hive with normal tech, but its VERY HARD, for a bloody good reason, the aliens are at their highest tech, and so should you be.
1) At the top of the marine tech tree, requiring an advanced armory and prototype lab, was the Nuke Factory. Once built, the commander could drop nukes.
2) A nuke cost somewhere between 70 and 100 RPs; I forget the exact number, but it was a lot.
3) A nuke was an item, dropped like ammo or health - anywhere on the map.
4) Nukes did not have to be built, but did have a countdown timer. In this time, they could be destroyed by aliens, but had a decent amount of health. It usually took 2 skulks to bite a nuke to death before it blew.
5) It took ~3 nukes to kill a hive.
Nukes were intended to "soften up" or finish off hives. They were removed because they allowed an extremely viable and very dull tactic: tech to nukes and then do nothing. When RPs reached about 1000 (not long, if you're not buying anything), the commander scanned each hive, and dropped 3-5 nukes in any active ones. Then the marines moved out to mop up what was left. It required no teamwork - hell, it required no ACTION - and was virtually unstoppable. Even if all the aliens were in a hive at the time of the attack (and the commander could have simply waited), they couldn't destroy 3-5 nukes in each hive before enough went off to take down the hives.
They may return in the future. My personal opinion is to make the Nuke Factory work like the equivalent in Starcraft - each individual nuke must be *built* before it can be used. Then I'd like to see either a marine spotter, or the nuke carried to the location by the a marine, or a marine must plant and activate a beacon - something like that.
The aliens at least have the ability to completely wipe out the marines without some cheesy tactic to do so unless the marines are REALLY bad.
Nukes cannot be put in, unless the aliens get something too.
Also, as was mentioned in an older and different thread (about re-working the alien res system), I think the aliens need something to try and come back from the marine "Two Hive Lockdown". It was suggested that aliens be able to get all classes (species?) of Kharaa with one hive but make it dreadfully long to get them.
It's been a hard fight. The aliens have fought hard, and have finally broken through the marine lines. They have taken back their hives, and they are evolving. The marines have tried their hardest to regroup and retake at least one hive, but to no avail. Nothing seems to be stopping the hive mind now. It's time to defend. Time to defend the only thing left: the main base.
The resources are transferring slowly now. Almost too slow: nerves are fraying. Sweat can be seen trickling down the faces of every nervous marine. No aliens have attacked the main base in some time now. Every marine knows what that means: the aliens are evolving to Onos. Their hearts are beating quickly now. One marine is sure he's about to have a heart attack.
Over the intercom, the commander sighs. "We're going to die." He pauses, gathers his thought, chokes back his tears. "We have one last strategy. I know some of you may not like it. But we have to stop the Kharra." Quietly machines start shutting down around the base, accepting the Recycle command the commander is broadcasting. "I'm recycling the last of our defenses. I want Rogers, Smith, and Quickney to defend the lines. Do... what you can to... slow them down." The commander voice quakes a bit, for he knows he will never see the trio again. "Now go."
"Roger that, commander. It's been a pleasure serving under you." Nothing more is said. Nothing more is needed.
"Now for the rest of you, I want to begin assembling the nuclear warhead." The commander's voice is getting stronger now, now that a plan is in action. "We need to move! One of you keep your eyes open for aliens that have broken through - the rest of you, build the nuke!"
One of the marines couldn't stand it anymore. "I'm going to attack them! Death to the aliens!" Despite the orders to the contrary, the lone marine leaves the main base, only to be disembowled by an awaiting Fade.
"Ignore the screams. Keep moving." The commander sighs.
Switch. Hive mind. Connected. As one.
We. Will. Conquer. We have waited long enough. We will win. Attack. Be victorious.
The Kharra hive mind soothes the group, relishes the nearing victory of the Kharra. They have beaten the human scum, and will soon totally eradicate them from the space station. Soon, the Kharaa will have All. 3 Earth hours have passed since the initial marine attack. It has been a long fight. Many have been lost. But it will end soon.
It is time. The aliens countdown toward the moment, a silent clock ticking away in their minds. As one, they move toward the human base. They round the corner... victory will be theirs!
But what is this? The hive mind ponders the sight of the marines. They are smiling. They had just finished building some sort of machine, a machine unknown to this hive mind. The Hive begins searching for clues among long ignored memories, searching for some clue to the meaning of the marine's grim humor.
Suddenly, a memory surfaces. The hive recoils in shock. No. Not That. It couldn't be.
Searing pain. A victory lost. White. White hot. All lost, all lost...
The nuclear warhead ignites every nerve ending in the station with pain, greater than anything ever before experienced by those dwelling within. Then, nothing. A strange blackness, loss of feeling, collapse.
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The aliens would never get a fair victory. It would get really old playing on the Kharra team when they would always know that they would die from a suicidal move from the marines. Nukes are definitely not something I want in the game, and I am pleased they were removed.
At least, in my experience.
PS: Hearing screams in NS would be really fine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Commander can place it after some reasearch
-Marines have to build it
-Nuke CAN'T be destroyed by skulks
-After Nuke has been built commander has to activate it
-It has a timer of 1:30minutes
-A gorge can disable nukes with its healing spray, 15secs of constant healing is required(bacterials get inside of the Nuke and thats why it doesn't work)
-After Nuke explodes it does 3500 damage everything(Kharaas, Marines, Buildings, Chambers) in about 20meter area and every living life form(Kharaas and Marines but not chambers and buildings) lose 85% of their health in area about size of siege range(1150)
-Quite large area(30-40m) covers with red gas taps(only small clouds here and there to avoid lag) and inflicts damage to everyone except Heavy Marines. Fallout goes away in 2mins.
-Nuke makes beebing sound and red flashing light goes on when it has been activated(to make sure it can't be easily hided)
-Nuke costs about 60res(It must be built, activated, it has warning sound and count down)
-From the Nuclear Factory commander can research mininukes which are much like "big" nukes but without the fallout and with a lot smaller radius. These are meant as third option(with GL and siege) to destroy WoLs.
-"Mininukes" are something what commander gives to marines and they have to carry it in their backs. One mininuke/marine and it takes the 4th slot.
-Carrying mininuke disables jetpacks and HA(meaning you can't have both mininuke and jetpack/ha)
-Mininukes cost 25res
Actually howabout making it so that Nuclear Factory first gives out Mininukes and after that Com has to research the "real" Nukes. These Nukes could be also used as a game-ender when Onos' starts flooding in. Die with honor <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> After these Marines wouldn't even need handgrenades since they can now destroy WoL's in other way!
I beleive it was at voogroo's server (I think that's how you spell it)
At least, in my experience. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well Nukes would end this quick, no?
Maybe it shuld be put in, Id personally love to torment the bloody marines with the threat of instant destruction, just like with marines 2 hive lockdown. Would make it more "balanced" make em wait for the Onos (like they make us wait for the HA/HMG squads or siege factory).