Everything you ever wanted to know
coil
Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
<div class="IPBDescription">About natural selection's teams</div>(These are reposted from the RC8 Changelog thread... I wanted to give them their own thread for discussion)
THE MARINES: The Trans-System Authority employs these highly trained troops exclusively for the extermination of any alien infestation discovered.
A marine spawns with 100 health, 50 armor, a knife, pistol, and light machine gun.
Marine Weaponry:
<b>Primaries (limit of one)-</b>
Light Machine Gun (50 clip, 300 reserve)
Shotgun (10, 50)
Heavy Machine Gun (150, 450 I think)
Grenade Launcher (6, 30)
<b>Secondaries (limit of one)-</b>
Pistol (10 round clip, 30 reserve)
Welder
Tripmines (pack of 5)
<b>Tertiary-</b>
Knife
Marine Technology:
<b>(Armory)</b>
-marines can use to restock ammo
-deploy shotguns
-deploy welders
-deploy tripmines
-upgrade to Advanced Armory
<b>(Advanced Armory)</b>
-deploy HMG
-deploy Grenade Launcher (with Arms Lab)
<b>(Arms Lab)</b>
-allows Grenade Launcher (at Adv. Armory)
-research Armor upgrades levels 1-3
-research Weapon upgrades levels 1-3
<b>(Observatory)</b>
-prevents nearby aliens from cloaking
-allows scanner sweep (similar to Starcraft's ComSat)
-Distress Beacon (respawn all dead marines at base instantly)
-research Motion Tracking
<b>(Prototype Lab)</b>
-research and deploy Heavy Armor
-research and deploy Jetpacks
<b>FEATURES!</b>
-popup menu: allows extremely rapid communication between squad members and commander; everything from ammo requests to movement orders
-waypoints and alerts: Commander can issue waypoints to selected marines, including Move, Attack, Defend, and Build. Press your jump key (default spacebar) to jump to the nearest alert, including attack warnings and marine communications.
-multiple attack styles: siege a base with high-powered sonic weaponry, or load up on armor and heavy weapons and do it yourself. Take the long way, or build a phase gate for quick reinforcement.
-teamplay incentives: weld allies to repair their armor; move in mixed groups so each weapon's strengths compliment others' weaknesses.
-help on high: a commander looking ahead, scanning for hostiles, keeping you supplied with ammunition and health, upgrading technology to make you a more effective exterminator.
Alien goodies to follow!
<!--EDIT|coil|Oct. 23 2002,03:56-->
THE MARINES: The Trans-System Authority employs these highly trained troops exclusively for the extermination of any alien infestation discovered.
A marine spawns with 100 health, 50 armor, a knife, pistol, and light machine gun.
Marine Weaponry:
<b>Primaries (limit of one)-</b>
Light Machine Gun (50 clip, 300 reserve)
Shotgun (10, 50)
Heavy Machine Gun (150, 450 I think)
Grenade Launcher (6, 30)
<b>Secondaries (limit of one)-</b>
Pistol (10 round clip, 30 reserve)
Welder
Tripmines (pack of 5)
<b>Tertiary-</b>
Knife
Marine Technology:
<b>(Armory)</b>
-marines can use to restock ammo
-deploy shotguns
-deploy welders
-deploy tripmines
-upgrade to Advanced Armory
<b>(Advanced Armory)</b>
-deploy HMG
-deploy Grenade Launcher (with Arms Lab)
<b>(Arms Lab)</b>
-allows Grenade Launcher (at Adv. Armory)
-research Armor upgrades levels 1-3
-research Weapon upgrades levels 1-3
<b>(Observatory)</b>
-prevents nearby aliens from cloaking
-allows scanner sweep (similar to Starcraft's ComSat)
-Distress Beacon (respawn all dead marines at base instantly)
-research Motion Tracking
<b>(Prototype Lab)</b>
-research and deploy Heavy Armor
-research and deploy Jetpacks
<b>FEATURES!</b>
-popup menu: allows extremely rapid communication between squad members and commander; everything from ammo requests to movement orders
-waypoints and alerts: Commander can issue waypoints to selected marines, including Move, Attack, Defend, and Build. Press your jump key (default spacebar) to jump to the nearest alert, including attack warnings and marine communications.
-multiple attack styles: siege a base with high-powered sonic weaponry, or load up on armor and heavy weapons and do it yourself. Take the long way, or build a phase gate for quick reinforcement.
-teamplay incentives: weld allies to repair their armor; move in mixed groups so each weapon's strengths compliment others' weaknesses.
-help on high: a commander looking ahead, scanning for hostiles, keeping you supplied with ammunition and health, upgrading technology to make you a more effective exterminator.
Alien goodies to follow!
<!--EDIT|coil|Oct. 23 2002,03:56-->
Comments
Alien weapons are too numerous to list; I point you to <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=1;t=6196;st=0" target="_blank">this thread</a> for a full list of alien weapons!
Alien ability is closely tied to the number of hives online.
<b>-0 Hives:</b> Aliens may evolve to Skulk or Gorge, and have one weapon available. A gorge may build Hives and Resource Towers. No upgrade chambers or offensive chambers may be built.
<b>-1 Hive:</b> Aliens may choose the Lerk form. Two weapons are available, and the Gorge can now build offensive chambers (turrets) and one type of upgrade chamber (see below).
<b>-2 Hives:</b> Aliens may evolve to the Fade form. Three weapons are available for each class, and the Gorge may build an additional upgrade chamber type.
<b>-3 Hives:</b> Aliens reach their full power. All five classes may be evolved to, and each alien may use four weapons. The Gorge may build the final upgrade chamber.
<b>UPGRADE CHAMBERS:</b>
One upgrade chamber becomes available with each hive online; it is the decision of the Gorge (builder alien) which to build. There is no restriction on the number of chambers that can be built; having one, two, or three chambers online gives first-, second-, or third-level upgrades for the associated upgrades. More than 3 chambers do not make upgrades more effective.
<b>(Defensive Chamber)</b>
-provides a remote base for attacking aliens to heal at, as well as healing nearby alien structures (this healing effect is cumulative with multiple chambers).
-Carapace (increases amount of armor and damage absorption)
-Regeneration (aliens may regenerate health without retreating to a Hive or Defensive Chamber)
-Redemption (an alien at low health has a chance of teleporting back to the safety of a hive)
<b>(Movement Chamber)</b>
-can be "used" to be instantly teleported to the farthest active hive on the map.
-Stillness (lessens movement sounds; level3 completely silences footsteps, jumping, and falling sounds)
-Celerity (each level increases the alien's base speed)
-Adrenaline (each level increases energy - "ammo" - regeneration by 33%)
<b>(Sensory Chamber)</b>
-reveals any visible marines in Hive Sight and triggers an audio warning to all aliens; parasites any marines that come in contact with it.
-Cloaking (makes alien partially transparent when motionless; level 3 Cloaking renders an alien completely invisible)
-Scent Of Fear (wounded enemies show up in hive sight with an orange aura)
-Enhanced Hive Sight (your "flashlight" will make both your teammates and enemies highly visible, even in dark rooms)
<b>FEATURES!</b>
-HIVE SIGHT: wordless communication - know instantly when any teammate or structure is under attack, and where! See what your allies see, and parasite marines to keep tabs on them even through walls!
-Be your own assault squad: Use the aliens' lethal weaponry - along with clever tactics - to gut an entire marine team single-handedly.
-Evolve to Skulk: Swift, maneuverable, and deadly in close range. Wall-climb to gain the upper hand, parasite teams of marines to keep track of them wherever they go, or suicide in a powerful explosive attack!
-Evolve to Gorge: Support your teammates by building new hives, upgrade structures, and turrets. Set clever traps with turrets and webbing. Or head to the front lines and back your teammates up with Healing Spray and a Babbler Swarm!
-Evolve to Lerk: Enjoy the freedom of maneuverable, high-speed flight. Rain spikes down on your enemies, choke them with a cloud of noxious spores, or close ranks and take them out with your razor teeth! Support your teammates with a bullet-absorbing Umbra cloud!
-Evolve to Fade: Strike fear in the hearts of your opponents; your massive armor and deadly weaponry will take down multiple marines with ease. Soften them up at long range with Acid Rockets, then teleport in with Blink and use your claws to rip them asunder!
-Evolve to Onos: a thousand pounds of muscle, armor plating, and *serious* aggression control issues. Fear nothing - trample marines and buildings alike, destroy pesky turrets with ease, and paralyze marines where they stand to be dealt with when YOU have time for it! And for the coup-de-gras, use a Primal Scream to give your entire team an insane boost to attack and movement!
-Individual resource management: *YOU* decide what class to evolve to, and what upgrades will best accompany that choice! Ambush squads as a cloaked, silenced, regenerating Skulk, or head to the front lines as a Fade armed with Carapace, Adrenaline, and Enhanced Hive Sight. Choose from FIVE THOUSAND (I'm not joking, we did the math) possible combinations!
<!--EDIT|coil|Oct. 23 2002,03:56-->
Keep it coming! lol
the release seems to be very near.......right?
the release seems to be very near.......right?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Maybe, it could just be that the NDA damed up all of coils energy and it's finaly gushing out.
Oh and technicly this is STC. (may this be one of the last times I have to use that.)
just love the idea of beeing able to cusomize ur alien in such a significant way and im pretty much impressed by the idea of beeing able to upgrade ur alien to a real beast (in case of augmentations) if u can manage to stay alive long enough.
with a descent knowledge of the map i imagine that it will be extreme fun beeing alien, by now.
Like they aren´t the same thing. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Or is it just a kind of gliding?
You normally just glide in the direction you're looking, but by hitting the jump-button, you can flap with your wings and get heigher. So it's just limited by the space you have and the enery, because I think flapping costs energy...
They tryed to make resource nodes destroyable, all this was changed some weeks/days ago so STC its completely true, and it may change some big aspects of the game.......
W0000h00000000000000000 Aliens pwn <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
H'Bnayr: For teh Mind!
Well then, sounds like I'll have a late night or two memorizing everything.
unf! <!--emo&::onos::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt='::onos::'><!--endemo-->
unf! <!--emo&::onos::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt='::onos::'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
lol, u got that right
LMG with 25 rounds in magazine and 300 extra, when you reload you will now have 50 rounds in the LMG and 275 extra.
Am I right PT's? On another note, do marines upgrade all weapons at once or 1 specific weapon at a time, also what are the upgrades, I remember like ROF,Accuracy and Damage....Not sure though......
Yes, always remember, you work not for your own glory, but For the Mind. Always, For the Mind.
And I remember it being said that the ammo works like a pool. That is, if you have half a clip, and reload, you don't lose that half clip, it's just filled up from your ammo pool. But that was a month or so ago, and may have changed.
-Ryan!
"If a President of the United States ever lied to the American people he should resign."
-- Bill Clinton, in 1974 while running for the U.S. House