Distant Future Ns

tommyhaychtommyhaych Join Date: 2003-07-30 Member: 18611Members
<div class="IPBDescription">Marines vs marines/alien vs alien</div> I swear I heard a rumor going round that the ns team were one day gonna create a marine vs marine or an alien vs alien option in the game... that would be uber cool....
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Comments

  • FmarvezFmarvez Join Date: 2002-11-12 Member: 8364Members
    Would be kinda cool, but would lack a story line and would tire out quick in my opinion. I also think stalemates would be common because hives would be worthless in a Marine v. Marine game. And not enough hives in aliens v. aliens.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I don't think it was a rumor. I believe that it's a definite consideration for the future of NS.
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    MvM and AvA had been under consideration for quite sometime. However getting down MvA has been a great concern for now. If it is added, they would call for new maps (6 hive maps with multiple stories, etc).
  • Grim_ReaperGrim_Reaper Join Date: 2003-07-29 Member: 18545Members
    No. It would totally ruin gameplay. Why would marines be fighting each other?
  • CaimanCaiman Join Date: 2003-06-01 Member: 16900Members
    The reason Nano's were created were so that you could bull your way through anything. The storyline is not a problem - it can always be changed. The manual says that lerk has bite - and look where that went. IMO, saying that the stoyline wouldn't fit is not a legit reason. You could say that sum rebel faction or whatnot took over a ship and blah blah oink moooooo...

    Yeah, i think that it is a great idea, marines versus marines, i dont think that it would ruin gameplay at all, altho since hives are of no importance, you could continually relocate. A few new rules might have to be made (such as: you must protect the "power chrystal" whic is conveniently locked into the ground next to your starting comm chair)
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
    Grim_Reaper,

    Why wouldn't they?


    tommyhaych,

    I think they are considering MvM and AvA, and it MIGHT be in NS in the distant future.

    But can you imagine HA trains colliding? It would never end.

    Sieging each other would suck.

    But on the other hand, JP duels would be pretty cool.
  • Grim_ReaperGrim_Reaper Join Date: 2003-07-29 Member: 18545Members
    edited July 2003
    Say what you want, but in my opinion, it would ruin the atmosphere. NS is so damn freaky at times because you know there might be an inhuman, alien lurking around the corner ready to bite you to death or shoot acid rockets. Once you add marines vs. marines, that atmosphere is gone. You know it will probably just some normal Marine around the corner with maybe a shotty, lmg, or whatever who's going to shoot you. That is not scary nor suspenseful at all. All the dark and creepy music in some of the NS levels would do nothing. It's the fear of the unknown that makes NS so great at times.
  • ArkaineArkaine Join Date: 2002-07-12 Member: 914Members
    Marine vs. Marine? Go play CS or TFC. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MatchheadMatchhead Join Date: 2003-06-13 Member: 17342Members
    it'd be something new and interesting, although it looks like it would take a lot of work to sketch all the details out and balance everything.... im sure flay and dev team has a lot of ideas stored away anyways...

    lol... i wonder if you'd be able to web other aliens... o.0

    oh well... good times <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    This has been discussed to death.
    argh god, please make it stop!!
  • AiorosAioros Join Date: 2003-03-24 Member: 14850Members, Squad Five Blue, Reinforced - Shadow
    <!--QuoteBegin--Sirus+Jul 30 2003, 09:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Jul 30 2003, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think it was a rumor. I believe that it's a definite consideration for the future of NS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    never! marin vs marin ...
    u need new buildings and other **** ... (siege wars)

    maybe a third new race :> against aliens .... but never marins vs marins ....

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
    No disrespect to other Vets and PTs, but "Aioros" is one prime example as to why some people wonder how these "vets" get chosen <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    edited July 2003
    I don't mean to disrespect anyone either, but I'm sometimes shocked by what people are allowed to beta test Natural Selection, too. But it isn't a big deal. I can't say I would pick better people.
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    I never understand why when MvM is bought up why everyone automatically assumes the sides are IDENTICAL.

    :/
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    Even if the sides are identical, it's still interesting gameplay. They'd probably make the second marine/alien team with a different color scheme.

    There is no reason that they can't make the second marine/alien team have some changes, so they are similiar overall, but the second team has some extra pros and cons over the first marine/alien team.
  • SephirothIIISephirothIII Join Date: 2003-05-25 Member: 16684Members
    <!--QuoteBegin--homerx+Jul 30 2003, 09:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homerx @ Jul 30 2003, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "No disrespect to other Vets and PTs, but "Aioros" is one prime example as to why some people wonder how these "vets" get chosen <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    umm, I have been into N.S. for 5 months, but who is Aioros, and why is he bad?
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    "Marine vs. Marine? Go play CS or TFC."

    You can't build, get jp's/HA or siege in CS or TFC. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Also aliens vs aliens isnt in any other mod.

    Who gives a **** about story, when I PLAY the game, I don't read it.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    Also, if there was alien vs alien or marine vs marine, it wouldn't be something you could just turn on and off for any map, it would be based on the maps you played. Meaning people would have to make MvsM or or AvsA maps...
  • Karma_PolicemanKarma_Policeman Join Date: 2003-07-31 Member: 18624Members
    Actually Human vs. Human would be quite plasible. If you read the World section on the main site, the documentation makes mention of other corporations dispising the Frontiersmen and the TSA even to go so far as to attack an outpost with a mercenary group.

    Storyline wise, Frontiersman could come up against elite mercenaries hired by those rival organizations looking to ruin their progress. It is said in that same documentation that any failure would ruin the Frontiersmen credibility and thus the Human on Human action.

    As for alien vs. alien, I could only think that a renegade brood has broken away from the rest of hive and thus is hunted down. Alien vs. Alien would be very interesting. It would be a true tug of war for the hives. I picture four hives on a map, each side starting with one. They would contest each other for the two vacant ones.... two skulks fighting is interesting....
  • zoddtheimmortalzoddtheimmortal Join Date: 2003-07-23 Member: 18363Members
    hey, i dont know if this is possible in HL but how about MvsMvsA or something to that effect, if NS claims to be an RTS it shod try making rts type teaming and stuff, it would also add to the suspense factor, is that a skulk or an HA HMG around the corner, i know it would be hard work and even MvsM is far of in NS's future but i couldn't resist mentioning the idea

    More absurd ideas by zodd:
    1.How about team aligns LOL, an alien team teams up with a marine one against an alien team!
    2.ummm,


    <span style='color:red'>END OF REPLY</span>


    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • MitternachtMitternacht Join Date: 2003-07-31 Member: 18630Members
    edited July 2003
    Ever think about Marine v Alien v Alien, and the aliens are also against eachother, or Marine v Marine v Alien?

    I think that would be kinda cool... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->



    yes...we posted this nearly at the same time so leave me alone...the other dude got it first..

    and yeah i think hl does support more teams cause in tfc it has 5 teams..kinda.. reb blue yellow green and spectator..or something i dont know if spectator counts on tfc tho...since all you do is..pick a team
  • DullgarianDullgarian Join Date: 2002-11-02 Member: 4236Members
    nah... 3 teams would need a lot of players to really enjoy a game and if there'd not enough players, the maps would be too big to find a foe! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> i'd prefer a "humans vs humans" and "aliens vs aliens" scenarios. for the "humans vs humans" I think it should be a marines team vs a rebel team. the rebels should have some of the marines structures like the command console and turrets but in and older version and dirty! they should be primitives with older weapons (futurist but don't like the marines), and other new structures for them. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Infected_MarineInfected_Marine Join Date: 2002-12-21 Member: 11287Members
    <!--QuoteBegin--homerx+Jul 30 2003, 09:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homerx @ Jul 30 2003, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No disrespect to other Vets and PTs, but "Aioros" is one prime example as to why some people wonder how these "vets" get chosen <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->


    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Too true.


    And to any one that says Rine versus Rine <b>WOULDN'T</b> be fun... WTH (non-censored abbreviation) would you think that, unless the only thing you get out of NS is being a Rine and owning skulks... You don't like the idea of an enemy that can shoot back? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    I've always wondered about the possibility of zero-g maps for NS in the future... marines as well as aliens would need some way to thrust... I suppose mini-jetpacks for the marines and some type of air bladders for aliens. You would be able to turn in any direction with the mouse and thrust forwards and backwards with the up and down arrows. Maybe if you hit a wall while going too fast, you'd take damage. I guess jetpacks would let you thrust faster and maybe with better control. HA and Onos would take a lot more thrust to get up to speed. Absolutely pointless, especially given the command mode, but still interesting to think about. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • tommyhaychtommyhaych Join Date: 2003-07-30 Member: 18611Members
    If NS ever made another species, whaddya reckon they could have...

    I was thinking maybe a race of robots or maybe... err robots (can't think of much else that would fit in here)

    or a race of mutated cavemen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Don't think so limited. There's all kinds of other raced they could have in NS's world... mercenaries, straight-up ARMY marines insane cyborgs built for a war that enver happened, undead abominations, more Xen-like aliens, magic-weilding religious zellots, sentient holograms, life forms that evolved from pieces of pie, a computer virus (immagine a team that plays entirely in command mode, and controls the map's environmental features, trying to crush marines under lifts and shoot them with mounted sentry turrets and other traps before they can reach the control room to shut them off.) There's a whole wide world of stupid, unusable ideas for teh future of NS! So keep trying! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SolisSolis Join Date: 2002-11-01 Member: 1871Members
    Actually doesn't even version 1.0 NS support MvM and AvA matches? I thought in the readme it said that these modes were availible but no bundled maps supported it. I don't think it would be very hard to convert a map to that.

    However, I think MvM matches could be very fun. It would add quite an interesting twist to gameplay, and would make it a more "traditional" RTS game. Also, the strategic options would be interesting, since you would be able to pick up the other team's equipment when they died (making the lone JP/HMGer to died in enemy territory an even bigger loss). Also, it would give the opertunity for much bigger, wide open maps. Usually when those are made, Marines have a big advantage, at least until the aliens get fades, and even in 2.0 it will be very difficult getting around without a second hive for Blink. It would be interesting to see what a jetpack or grenade launcher could do against an enemy marine team...but at least jetpack rushes would be a non-issue since the other team could easilly shoot them down!

    Alien vs. Alien on the other hand might be a bit wierd. At first it would basicly be a skulk juggling act with the only ability being bite (and parasite), only when they get fades would it really get interesting. Even then though, it's hard to imagine an Onos taking down a hive...

    Story-wise though, there would be absolutly no problem. Starcraft had reasons for all 3 races fighting amongst themselves, and in NS it's as simple as saying that a splinter cell of the marines, or a different country was going against the "main" empire (and most likely their technology would be similar anyway). As for aliens, why would they always be peaceful against eachother? Do you honestly think that if there is a race of mutant alien bugs out there that they'd never get into fights with eachother? Putting new things into the story is hardly an issue, they basicly had to re-write all the parts that had to do with alien ablilities, the phase gate, marine techs, etc. for 2.0 anyway.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    edited July 2003
    **WARNING** Extremely Long Post Ahead!

    A long time ago I was discussing the possibility of a third race for the far far distant future of NS with someone via PM.

    Here are a few snippets...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    All classes have an energy bar. This is used as ammo for every weapon as well as fuel for the jetpack and other special features. It recharges slowly when not in use.

    The basic spawn is in a maintenance closet or something of the sort. There might be a couple of deactivated repair bots, just for effect, and they would spawn in an empty spot. At the spawn, there is a resource node and the infected Nanite Processing Center.

    The basic unit is an Infected Repair Bot, about equivalent to your Scout Class. 80 health, no armor without upgrades, fast. I'm not sure about wallwalk, but probably. It's about 1/2 to 2/3 the size of a human, with two legs (with the middle joint in the back, like a cat's) mounted on the sides. The basic body is a very simple and boxy single piece with a camera in the front.

    It would only have one weapon (with an alt fire).
    Primary: a laser that fires pulses which do 10 damage per hit at any range, extremely accurate, uses energy at medium speed.
    Secondary: Welder, takes energy at a very slow speed.

    After that, you have to upgrade the infected Nanite Processing Center (INPC) with RP before you can do much else. If you think more buildings to research the upgrades would be better, just have them cheap and unbuildable until the INPC is upgraded.
    At the start, it would look like a neon blue circuit board with the hatch on by one corner and a single purple/black rectangle on it. At level one, it has purple black tendrils reaching out across the circuit board. At level two, it has taken over the whole board and is starting to come out a bit, knocking the hatch off. And finally at level three, it would have advanced a foot or two from the panel.

    Level one upgrades: One from each pair.

    Speed: you move faster/Armor: you have 10 more armor

    Quiet: You move silently/Search: It costs the whole energy bar and you must be standing still, but you get one ping that shows you everything in 20m

    Efficiency: you recharge faster/Power: you do more damage

    Level Two upgrades: pick one from each pair

    Speed Level 2: another level of speed/Armor level 2: another level of armor

    Efficiency level 2: another level of efficiency/Power level 2: another level of power

    (The first two pairs can only be taken if the first level of one has been picked. I.E. you have speed. You can then get lvl 2 speed, making you 2x faster, or get level 2 armor, where you have the equivalent of the first lvl in both)

    Regeneration: slow regeneration/ Leech: leech armor with welder.

    Level two Weapons/class ("evolved" with rp, only one)

    Hammer: Model looks a little heavier, and the weapon has a side mount. Speed about like HA/LMG, 250 health, 80 armor w/out upgrades
    Weapon: takes second slot (you keep the basic pulse weapon).
    Primary: exactly like egon gun from HL, takes energy high rate.
    Secondary: Charges up shot like Gauss gun secondary. Damage and energy depend on how long it is held down.

    Scav: Model has a manipulator arms in addition to the weapon. Speed about normal (marine), 150 health, 50 armor w/out upgrades
    Weapon: Pick up, reload, and discard weapons like a normal marine (including the ones dropped from kills). They can also pick up/use marine health and ammo. The marine weapons (just different model, not new weapon) take their normal slots.

    Third Level Upgrades: Can spend rp to evolve to one third level unit.

    Sprite: looks alot more streamlined with jet intakes on the top-front and tilted exhausts on the rear. The legs are rounded on the back and there are fins coming back from the knee joint (when crouched, the legs almost fold into sidepods with tails). The jetpack works like the marines', spending energy. Keeps the basic, first, and second level weapons and upgrades.

    Ghost: It is kind of streamlined, but more angular, like a YF22. It has a cloak more complete than Fade's, but spends energy. Keeps the basic, first, and second level weapons and upgrades.

    Blixo: Big walking machine of doom. It has the basic back legs, but in addition it has big powerful front legs reminiscent of a Gorilla's arms. It gallops with these and the back legs (gallops in movement, not speed. As slow as HA/HMG, maybe slower.) In addition to whatever upgrades you already have, you get a 400 health, 200 armor w/out upgrades, and a Rail Gun. The rail gun takes the full energy bar to fire, but it has an area affect of 200 damage where it hits.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    My Reply

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    Since the PM you sent is rather large, I'll see if I can respond to individual points. It just makes it easier, thats all...

    About the energy bar, the first point you raised, I was thinking more along the lines of an Energy weapon, with "units" of energy much like bullets. That could have come out better I think, say, for example, the scout. It has a "Capacity" of 200 "Units" one shot would take 10 "Units". For Mark 1 pulse gun, I would think it would be able to regenerate slowly, but for higher levels (Mark 2 and upwards), with larger capacities of course, I'm thinking that they can only regenerate within range of a power generator (Faster of course with an advanced power generator).

    I pretty much see the "Bot" race as purely robotic, and nanites as their blood as such (grey blood perhaps?). Anyhow, the only flying unit for the bots would be the scout and only if researched. Within it's "Territory" as such, it can fly unlimited, but in enemy influence, it might have to make do with a limited reserve of fuel, I quite like the idea.

    I like your idea about the spawn, but I'm not sure what you mean about the "Infected Nanite Processing Center"

    The scout class I imagined would be about the size of a lerk, with fixed wings that hovers and as I mentioned above, is able to jump a bit but not much, and is able to fly until researched. I do agree with your weapons suggestion, though I doubt secondary would be good, as NS dosent support it, and that it's pretty close the the weapon limit as it is.

    I'll just have to quote you here


    QUOTE
    After that, you have to upgrade the infected Nanite Processing Center (INPC) with RP before you can do much else. If you think more buildings to research the upgrades would be better, just have them cheap and unbuildable until the INPC is upgraded.
    At the start, it would look like a neon blue circuit board with the hatch on by one corner and a single purple/black rectangle on it. At level one, it has purple black tendrils reaching out across the circuit board. At level two, it has taken over the whole board and is starting to come out a bit, knocking the hatch off. And finally at level three, it would have advanced a foot or two from the panel.


    From this, I'll just take a shot in the dark that the INPC is something like a hive or command station, deadly important to have but not supporting any kind of commander mode. The way I imagine the structures for the bots would be something like tall towers. Marine structures are sqaut, if you've noticed with the exception of the turret. The bot structures are meant to be tall, slender, shaped very much like an obelisk (if it's not clear, I'll try to construct the basic shape in WC), but with a little higher then average hit points (they are nanite based after all).

    The way I see the upgrades working are like this.

    With each "Forge Node" placed, the units get an upgraded. It upgrades everything across the board, instantly by one level. The locations for these Forge Nodes are predefined by the mapper, to give the bots an objective in the map. Naturally, one would be located in the spawn, the other two would be be at other locations. Their locations are indicated by "Ghosts" much like hives are, the difference being that the Forge Nodes arent necessary, but worth taking in any case.

    Reading what you wrote, I tend to agree with most of the upgrade choices, them being "Efficiency" "Speed" "Armor" and "Weapon Strength". The way I see it, bots can choose 3/4 of these upgrades, and can gain use of them upon respawn.

    On the subject of regen, slowly and within range of a repair node.

    The way I imagined the hammer class to look like was something terminatoresque, but with a bit of body armor. The weapon would fire something like a gatling cannon, draining further energy and doing more damage at a faster firing rate the longer it is held.

    I'm not too sure about the scav, it would be useless when taking on aliens and where would it get it's ammunition from? Either way, I think it may require a bit of thought, perhaps instead of a scavenger it can be a kind of "Adaptive" robot, it has it's own weapon, is slightly weaker then a hammer and a bit faster and can use the marines weapons, is fatster and more lightly armored, hmmm...

    -----------------------

    I just re read everything all over, it seems that there are too many classes to my thinking. The classes I think of are along the lines of

    Scout (Scout)

    Builder (Builder)

    Combat (As Yet Unfilled, probably the Scav)

    Heavy Combat (Hammer)

    Force Of Destruction (Blixo)

    The sprite pretty much equates to the scout for all intents and purposes, and the ghost dosent suit the bots style. I'd imagine them to employ simialar strategies to marines, but because they cant lock down areas fast, they'd have to play a little like the kharaa in the form of backing up the builders.

    Although the three tiered approach to the classes is good, it requires too many classes to fit the style, so I think a simple 2 Tier approach would suit them when it comes to classes, whilst a three tiered approach would better suit the upgrades.

    Now when it comes to the blixo, I dont think it should use a railgun. It would be used, and probably abused as a sniper type weapon. The blixo is meant to take punishment and be in the thick of things. Perhaps instead, a kind of particle accelarator, kind of like acid rocket in movement and bilebomb like in nature, but more damaging, more powerful, after all it is the be all and end all. The damage figure you suggest sounds about right though.

    Sorry if any of that is chaotic, if you have trouble with any of it, just quote it to me and I'll see if I can clear myself up. In the meantime, I'll see if I can make sense of this mess by creating somewhat of a structure diagram and a tech tree in excel.

    -----------------

    I typed the above a while ago, my connection gave out, but in the intervening time, I have constructed a structure tree to progress all the way through the structures, it costs a little more then twice as much as the kharaa for the bots to build every single structure, without defenses. I've also come to think of the "Experimental" node allowing the existence of the hammer and the blixo if it's upraded twice (once to allow hammer, second time to allow blixo). The "Scav" or Combat Class will come in with the network node and can come out of the usual assembly pod or the Advanced Assembly pod. I'll try and figure out the research fields and what structure grants what later.

    If you wish, I can email you the excel sheet in which I plotted the structure tree. I noticed that it follows a three tiered approach, rather strange since I just made up the requisites out of thin air.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    His Reply

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Since the PM you sent is rather large, I'll see if I can respond to individual points. It just makes it easier, thats all...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, I tend to fill up screens pretty quick. I basically thought about this at school and copied a crude note-sheet I had written up.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->About the energy bar, the first point you raised, I was thinking more along the lines of an Energy weapon, with "units" of energy much like bullets. That could have come out better I think, say, for example, the scout. It has a "Capacity" of 200 "Units" one shot would take 10 "Units". For Mark 1 pulse gun, I would think it would be able to regenerate slowly, but for higher levels (Mark 2 and upwards), with larger capacities of course, I'm thinking that they can only regenerate within range of a power generator (Faster of course with an advanced power generator).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I like the power generator idea. It would work more efficiently than the marine armory (because you just have to be near it) but it would be less useful than the Kharas ammo regeneration.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I pretty much see the "Bot" race as purely robotic, and nanites as their blood as such (grey blood perhaps?).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, I'd prefer no blood (I'm not squeamish, but they're robots), but grey would work. However, another idea might be neon blue. That’s the color of the liquid in marine healthkits, and those are nanite based.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyhow, the only flying unit for the bots would be the scout and only if researched. Within it's "Territory" as such, it can fly unlimited, but in enemy influence, it might have to make do with a limited reserve of fuel, I quite like the idea.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sounds interesting. Maybe have a fuel bar for the scout. The power generators fill it back up faster than it can be used when it's near one, but it runs out slowly when it's not near a charger.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I do agree with your weapons suggestion, though I doubt secondary would be good, as NS doesn’t support it, and that it's pretty close the weapon limit as it is.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I kinda see what you mean, the Mk 1 Pulse would be kinda like the Unreal energy pistol, not alot of damage, but it regenerates. My only problem is that with the three weapon limit, there wouldn't be room for a welder or something similar. I know NS doesn't have alt-fire, I guess it was just wishful thinking. Maybe a compromise of some sort.... Like, when it hits enemies, it does damage, but when you get close to a friendly or something that can be repaired or welded shut, it works like a welder. Just say it was a laser welder from the reconfigured repair bot (read further) and they rebuilt to do damage as well as weld.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like your idea about the spawn, but I'm not sure what you mean about the "Infected Nanite Processing Center"

    From this, I'll just take a shot in the dark that the INPC is something like a hive or command station, deadly important to have but not supporting any kind of commander mode. The way I imagine the structures for the bots would be something like tall towers. Marine structures are sqaut, if you've noticed with the exception of the turret. The bot structures are meant to be tall, slender, shaped very much like an obelisk (if it's not clear, I'll try to construct the basic shape in WC), but with a little higher then average hit points (they are nanite based after all).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You see, my basic thought is, like it was said in the post (I'm not sure if you said it or not, but it sounded cool) the bots come from khara infected nanites which have rebuilt a repair bot. I'm not sure about the khara infection, maybe sabotage by a hacker would be better, but I think either way it should be represented in the basic structure. I've rethought it a bit based on what you've said about upgrades. It would be an open access panel on a wall with a sign above it that says Nanite Processing Center. There would be a little purple/black rectangle in the center with tentacles coming out of it and engulfing the circuit boards. Alot of tentacles would be coming out of the sides of it, then looping back and sticking into the wall. Then every tall, slender building would have a whole bunch of these tentacles converging from the ground as a base, like tree roots, building up into obelisks (yeah, I know what you mean when you say obelisk).

    There could be more of these Nanite Processing Centers around the ship/station, and the builders could build them there like hives. They would only be there in case the first one gets blown up, not actually adding to the research capacity. Nothing can spawn without at least Nanite Processing Center "infected", but you could always build one (I don't like the hive time-death feature).

    Now here’s a random thought. You could have an observatory like structure. When use it, it spawns a tentacle with a camera wherever you select. Basically, it tells the team what's in the area until it gets destroyed. Not sue how to work that one though, maybe you could use it like the command chair, just to place the sentinel.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->With each "Forge Node" placed, the units get an upgraded. It upgrades everything across the board, instantly by one level. The locations for these Forge Nodes are predefined by the mapper, to give the bots an objective in the map. Naturally, one would be located in the spawn, the other two would be at other locations. Their locations are indicated by "Ghosts" much like hives are, the difference being that the Forge Nodes aren’t necessary, but worth taking in any case.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sounds pretty cool. You could have the Forge Node locations in areas like computer cores and armories, in effect leeching off of the ship/station's existing systems.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Reading what you wrote, I tend to agree with most of the upgrade choices, them being "Efficiency" "Speed" "Armor" and "Weapon Strength". The way I see it, bots can choose 3/4 of these upgrades, and can gain use of them upon respawn.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I agree. I like the 3/4 limiting factor, gives them more freedom than the Khara while still making them specialize. As long as these upgrades are individually chosen in the secondary screen, like in other mods where you pick a class and become it the next time you respawn (I assume that’s what you meant), and not upgrades that apply to the whole team. I'd hate to be on a team with a guy complaining because he wanted speed instead of armor.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The scout class I imagined would be about the size of a lerk, with fixed wings that hovers and as I mentioned above, is able to jump a bit but not much, and is able to fly until researched.

    The way I imagined the hammer class to look like was something terminatoresque, but with a bit of body armor. The weapon would fire something like a gatling cannon, draining further energy and doing more damage at a faster firing rate the longer it is held

    I'm not too sure about the scav, it would be useless when taking on aliens and where would it get it's ammunition from? Either way, I think it may require a bit of thought, perhaps instead of a scavenger it can be a kind of "Adaptive" robot, it has it's own weapon, is slightly weaker then a hammer and a bit faster and can use the marines weapons, is faster and more lightly armored, hmmm....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    As with most of the other stuff, you didn't really describe the image in your posts, so I thought up a base unit and based everything else on that. The hammer sounds good as the heavy grunt unit, although I wouldn't make it as humanoid as the terminator. Maybe a bit more like the blue neckless battle droid in episode two, not just a silver-plated human skeleton.
    I didn't like the idea of any class being able to pick up and use the marine weapons. I mean, it wouldn't matter if the blixo could do it, seeing as the blixo is the late game heavy assault unit and it's supposed to be that heavily armed, but to have a class at least as good as a marine with all of their weapons and an additional one (hammer), or worse still a scout unit in the early game, I think that'd be a bit unfair, so I made up a class rather than a skill. If anything, the scav'd have to be faster, maybe a little stealthier (i.e. smaller, harder to see) than the hammer, with less health and armor.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just re read everything all over, it seems that there are too many classes to my thinking. The classes I think of are along the lines of

    Scout (Scout)

    Builder (Builder)

    Combat (As Yet Unfilled, probably the Scav)

    Heavy Combat (Hammer)

    Force Of Destruction (Blixo)

    The sprite pretty much equates to the scout for all intents and purposes, and the ghost doesn’t suit the bots style. I'd imagine them to employ similar strategies to marines, but because they cant lock down areas fast, they'd have to play a little like the kharaa in the form of backing up the builders.

    Although the three tiered approach to the classes is good, it requires too many classes to fit the style, so I think a simple 2 Tier approach would suit them when it comes to classes, whilst a three tiered approach would better suit the upgrades.

    Now when it comes to the blixo, I don’t think it should use a railgun. It would be used, and probably abused as a sniper type weapon. The blixo is meant to take punishment and be in the thick of things. Perhaps instead, a kind of particle accelerator, kind of like acid rocket in movement and bilebomb like in nature, but more damaging, more powerful, after all it is the be all and end all. The damage figure you suggest sounds about right though.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah. I just threw in the sprite and the Ghost to make the third upgrade level a bit more flexible.
    When I said railgun, I didn't really think of it like a sniper rifle. I know about Gauss's theories and all, but I just threw it on for lack of a better name, and I have this image in my head of a WH40k Tau railgun. I think a particle accelerator would work better, now that you mention it. The acid rocket movement and bile bomb nature fits my thoughts to a tee, I'm just not too good at describing things like that. However, what do you think on the styling? (Warning: Odd metaphors ahead) I was thinking a lower section with cat-like legs in the back and gorilla-arm like legs in the front, so it sort of gallops slowly, and an upper section/turret with the weapon on a side mount and the visual sensors.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sorry if any of that is chaotic, if you have trouble with any of it, just quote it to me and I'll see if I can clear myself up. In the meantime, I'll see if I can make sense of this mess by creating somewhat of a structure diagram and a tech tree in excel.

    -----------------

    I typed the above a while ago, my connection gave out, but in the intervening time, I have constructed a structure tree to progress all the way through the structures, it costs a little more then twice as much as the kharaa for the bots to build every single structure, without defenses. I've also come to think of the "Experimental" node allowing the existence of the hammer and the blixo if it's upgraded twice (once to allow hammer, second time to allow blixo). The "Scav" or Combat Class will come in with the network node and can come out of the usual assembly pod or the Advanced Assembly pod. I'll try and figure out the research fields and what structure grants what later.

    If you wish, I can email you the excel sheet in which I plotted the structure tree. I noticed that it follows a three tiered approach, rather strange since I just made up the requisites out of thin air.

    Damn I can ramble, better end it here before you get a headache...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    My final reply, after that the person I was discussing with dissapeared =\

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like the power generator idea. It would work more efficiently than the marine armory (because you just have to be near it) but it would be less useful than the Kharas ammo regeneration.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ahh, good good, it would have to be balanced to prevent it from being overpowered, but I think we can worry about that later.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, I'd prefer no blood (I'm not squeamish, but they're robots), but grey would work. However, another idea might be neon blue. That’s the color of the liquid in marine healthkits, and those are nanite based.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'm not talking blood in it's truest sense, but when kharaa are shot, they leave a green slime on walls, I was thinking something simialar, and now that you mention it, neon blue would be a better colour then grey. Of course, it dosent have to go in, just merely for aesthetic purposes.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sounds interesting. Maybe have a fuel bar for the scout. The power generators fill it back up faster than it can be used when it's near one, but it runs out slowly when it's not near a charger.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Thats precisely what I was thinking, the only problem is defining where ones territory is, but we'll cross that bridge when we come to it...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I kinda see what you mean, the Mk 1 Pulse would be kinda like the Unreal energy pistol, not alot of damage, but it regenerates. My only problem is that with the three weapon limit, there wouldn't be room for a welder or something similar. I know NS doesn't have alt-fire, I guess it was just wishful thinking. Maybe a compromise of some sort.... Like, when it hits enemies, it does damage, but when you get close to a friendly or something that can be repaired or welded shut, it works like a welder. Just say it was a laser welder from the reconfigured repair bot (read further) and they rebuilt to do damage as well as weld.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You hit the nail on the head with the description, but I was thinking something more slender then those ridiculous balls of energy, something akin to short narrow pulses that were green or blue, preferably blue (I like blue <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->).

    As to a welder, perhaps the builder bots sound wave weapon can act as an inefficient welder? Doing say, half the efficiency of the human welder, but still able to weld, with the added advantage of range and that no one could sneak up and knife you as such.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You see, my basic thought is, like it was said in the post (I'm not sure if you said it or not, but it sounded cool) the bots come from khara infected nanites which have rebuilt a repair bot. I'm not sure about the khara infection, maybe sabotage by a hacker would be better, but I think either way it should be represented in the basic structure. I've rethought it a bit based on what you've said about upgrades. It would be an open access panel on a wall with a sign above it that says Nanite Processing Center. There would be a little purple/black rectangle in the center with tentacles coming out of it and engulfing the circuit boards. Alot of tentacles would be coming out of the sides of it, then looping back and sticking into the wall. Then every tall, slender building would have a whole bunch of these tentacles converging from the ground as a base, like tree roots, building up into obelisks (yeah, I know what you mean when you say obelisk). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I see what you mean, I guessed it would be hive like in nature. I do think it should only be important as an impetus to spawn, if it were truly hive like, it would just cripple the bots further. I did some calculations in the excel sheet and, without building defences, or research, the bots take twice as much resources to build every single structure. Though, I do think that the bots structures should be obelisk in nature (as I have mentioned), I want to try and convey a, kind of vertical granduer that isnt present with the squat structures of the marines or the short structures of the aliens. It's all in my head, if I get time, I'll see if I can do some quick and crude worldcraft approximations if what I have upstairs.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There could be more of these Nanite Processing Centers around the ship/station, and the builders could build them there like hives. They would only be there in case the first one gets blown up, not actually adding to the research capacity. Nothing can spawn without at least Nanite Processing Center "infected", but you could always build one (I don't like the hive time-death feature).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ahhh, I just read this, agreed somewhat, though it should be up to the mapper, too many backup locations and the map would become horrendously complicated, especially when it comes to Alien vs Bot, or an all three scenario.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now here’s a random thought. You could have an observatory like structure. When use it, it spawns a tentacle with a camera wherever you select. Basically, it tells the team what's in the area until it gets destroyed. Not sue how to work that one though, maybe you could use it like the command chair, just to place the sentinel.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    When I read this, I immediately thought "Nav Beacons from Battlezone 1". Perhaps they can be dropped for a cost of 5 resources, but only in locations away from structures, that enhances the radar of those in range and can give something akin to motion tracking within it's range until destroyed. Naturally, it should have low HP, and like you said, it should be dropped via a command interface, or perhaps the scouts can drop it with a special key bind?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sounds pretty cool. You could have the Forge Node locations in areas like computer cores and armories, in effect leeching off of the ship/station's existing systems.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Beautiful idea, it would definately add to the atmosphere, but naturally it's up to the mapper.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I agree. I like the 3/4 limiting factor, gives them more freedom than the Khara while still making them specialize. As long as these upgrades are individually chosen in the secondary screen, like in other mods where you pick a class and become it the next time you respawn (I assume that’s what you meant), and not upgrades that apply to the whole team. I'd hate to be on a team with a guy complaining because he wanted speed instead of armor.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes, but I'm thinking instead of taking up the entire screen, that a skinned, solid and themed box should show up, with the four upgrade choices. Click four, the box drops down. Want to change? Click you key, it comes back up, change your upgrades accordingly and upon respawn you have them. It would probably only take up a small area on the left hand side of the screen, or the right, either way, and it shouldnt take up more room then the upgrade chambers for the aliens, well, a little more since it is four upgrades and not three but you get the gist of it.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As with most of the other stuff, you didn't really describe the image in your posts, so I thought up a base unit and based everything else on that. The hammer sounds good as the heavy grunt unit, although I wouldn't make it as humanoid as the terminator. Maybe a bit more like the blue neckless battle droid in episode two, not just a silver-plated human skeleton.
    I didn't like the idea of any class being able to pick up and use the marine weapons. I mean, it wouldn't matter if the blixo could do it, seeing as the blixo is the late game heavy assault unit and it's supposed to be that heavily armed, but to have a class at least as good as a marine with all of their weapons and an additional one (hammer), or worse still a scout unit in the early game, I think that'd be a bit unfair, so I made up a class rather than a skill. If anything, the scav'd have to be faster, maybe a little stealthier (i.e. smaller, harder to see) than the hammer, with less health and armor.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Perhaps I should have mentioned chassis, the scout uses a flyer chassis, the builder something like a spider, or perhaps a tracked chassis, the hammer is naturally bipedal (I'll describe it better a little below), The Blixo should use tracks like modern tanks and be about the same size as the onos, with a view from the gun barrel.

    The hammer, is as I said terminator like, but, it would have influences from transformers, (I hope you've seen transformers), so in effect it should convey the same fear as a terminator would, but be armored something like a transformer (naturally it wouldnt be able to transform!). I dont have a very good picture of it in my head at all, perhaps we could leave it to a modeller to decide.

    With regards to the scav, I was thinking something along a bipedal bot, or perhaps tripedal? Though that might be hard to animate, either way, it would be very light, use spindly legs and arms, use weapons stronger then the scout, but weaker then the hammer, and be able to jump, he's fast, not as fast as the scout but faster then the hammer. He shouldnt be able to take a beating, but neither should he be taken down in two chomps, and perhaps have acess to a high jumping capability. Basically, he should be an all rounder, good for most purposes but not overpowering.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->However, what do you think on the styling? (Warning: Odd metaphors ahead) I was thinking a lower section with cat-like legs in the back and gorilla-arm like legs in the front, so it sort of gallops slowly, and an upper section/turret with the weapon on a side mount and the visual sensors.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I said it earlier, but I'll just clarify it a bit. Basically, a kind of tank on treads, unable to climb ladders, with a view from the weapon mount. Essentially, it would look like an armored chassis with a gun on top, that being the particle accelarator. The way I imagaine the weapon, it would be a kind of, yellow ball of protons, or perhaps anti-protons, sort of like the yamato gun from starcraft fired at a structure kaboom! Now that I think about it, perhaps it should do damage per range, the further it's fired from the less damage it does until it dissipates. It would force the Blixo class to get in nice and close for the kill...

    I'll be emailing the excel sheet to you shortly from my hotmail, scan it for viruses (you can never be too careful) and take a look.

    Just as a final note, I think that the bots would more likely be the results of nanites gone mad, like in the NS manual, before regulation they had picked apart entire planets, what if they've gained intelligence? It's immediate competitor would be life itself, so, eliminate the competition utterly...

    Well, thats about it, I'll be sending the email to you shortly...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • escoolerescooler Join Date: 2003-02-28 Member: 14123Members
    I tell you what would be DAM cool 4 way matches......2 marine teams working sepratly but togter to kill <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> teams. I would actualy rock so hard. The teams would work together with seprate colors they would have to compramisew over res and hive locations . And a a team could still get 3 hives even with a 2 hive lockdown. preventing stale mates. 2 sprate marine teams would be cool though, i mean you in a sqad of 3 and you been pushed back when backup apears in the form of anouther team whos com saw your probelem and decided to help you out. The only problem i see it that servers might not be able to support enough player and lower spec machines and 56k would have no chance. But it would be sop dam cool.

    As regards anouther race. pehaps a race of super advanced things (think starcraft people).
  • predatory_kangaroopredatory_kangaroo Join Date: 2003-01-12 Member: 12225Members
    <!--QuoteBegin--Aioros+Jul 30 2003, 09:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aioros @ Jul 30 2003, 09:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Sirus+Jul 30 2003, 09:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Jul 30 2003, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think it was a rumor.  I believe that it's a definite consideration for the future of NS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    never! marin vs marin ...
    u need new buildings and other **** ... (siege wars)

    maybe a third new race :> against aliens .... but never marins vs marins ....

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Like... hmm... predators? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--><!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    I can see it now - Predatory Kangaroo joins Predators <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    BTW, thanks for the advance warning, Cronos
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