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202 lines
4.1 KiB
Text
202 lines
4.1 KiB
Text
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RC: resource cost
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BT: build time (unitless, maybe call it something special like Hirshelm)
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H: health (how much damage it can take before being destroyed)
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DM: damage
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ROF: Rate of fire
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Buildings don't have armor in the strict sense, so I take it when you say this you mean, "how much damage can it take?". I know it sound sound weird to talk about building "health" so that sounds good to me.
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CC
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RC: 30
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BT: 35
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H: 10000
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IP
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RC: 15
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BT: 22
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H: 2000
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Armory
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RC: 25
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BT: 30
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H: 2400
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Adv. armory
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RC: 35
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BT: 120
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H: Same as armory
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Turret factory
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RC: 25
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BT: 40
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H: 3000
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Adv. turret factory
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RC: 25
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BT: 30
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H: Same as turret factory
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Arms lab
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RC: 50
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BT: 40
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H: 2200
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Prototype lab
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RC: 45
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BT: 50
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H: 2000
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Observatory
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RC: 25
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BT: 30
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H: 1000
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Phase gate
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RC: 20
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BT: 30
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H: 3500
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Marine resource tower
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RC: 22
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BT: 50
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H: 5000
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Knife:
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DM: 30
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Pistol:
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DM: 20
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MG:
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DM: 10
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HMG:
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DM: 20
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Clip: 150
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Shotgun:
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DM: 16 per pellet, 10 pellets per shot
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Grenade launcher:
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DM: 200 at epicenter, falls off from there (range unknown)
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Clip: 6
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Mine:
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DM: 100 at epicenter, falls off
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Clip: 5
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Sentry turret:
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Can aim 30 degrees up and 30 degress down (60 degree FOV)
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DM: 27
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Range: 800
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ROF: .5 seconds + 0.0 to .2 seconds (random)
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Cost: 16
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H: 1000
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BT: 30
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Siege turret:
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Range: 1250
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Cost: 25
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ROF: 1 shot per 5 seconds
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H: 2000
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BT: 50
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Heavy armor:
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Absorbs 95% of damage
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Bite:
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DM: 75
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If a hive is destroyed, aliens lose 0 resources
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Skulk
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H: 70
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Armor: 10/30
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Leap: 4 damage each time he "touches" player while he's leaping (hard to make sense of, maybe omit)
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Xenocide: 400 damage at epicenter, falls off. Double damage vs. buildings.
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Gorge:
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H: 100
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Armor: 50/75
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Spit DM: 22
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Healing spray:
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DM: 16
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ROF: 1 "shot" every 1.6 seconds
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Lerk:
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H: 60
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Armor: 50/75
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Bite DM: 50
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Spike DM: 16
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Spores:
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DM: 36
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Radius: 250
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Fade:
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H: 200
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Armor: 90/125
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Swipe D: 80
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Rocket D: 50 (falls off for splash)
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Bile bomb D: 80 (double vs. structures)
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Bile bomb radius: 500
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Onos:
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H: 500
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Armor: 150/200
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Gore: 120
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Charge: 10 damage each time he touches player or entity (like leap, kind of a meaningless number, maybe omit)
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Paralysis time: 6 seconds
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Carapace example, not sure about this number, make it up, test it out or omit
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Regeneration upgrade
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- Regens every 2 seconds
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- Heals 1 point at level 1, 2 points at level 2 and 3 points at level 3
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Redemption upgrade
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- Only will fire when alien is at 40% health or less
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- Will never redeem you to a hive that's 500 range away or closer
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- I can't really give you any numbers here, they are unitless.
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Adrenaline:
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- Aliens within range of primal scream get energy back 60% faster. Screams don't "stack" (umbras don't stack either)
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- Aliens recover 8% of their energy per second. Each level of adrenaline increases this by 33% (so level 3 adrenaline would give adren back double speed, at 16% of the full amount per second)
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Celerity:
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- Each level increases speed by set amount.
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- This set amount varies from alien to alien.
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- These amounts are as follows:
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l1: 25
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l2: 25
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l3: 25
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l4: 25
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l5: 45
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So a skulk with 2 levels of celerity moves at his base speed plus 2x25. The base speeds for the aliens are as follows:
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l1: 290
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l2: 170
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l3: 200
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l4: 210
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l5: Depends on galloping. The max is 350. (don't worry about documenting this yet, it's a bit weird and will likely be reworked or removed)
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So a skulk with 2 levels of celerity moves at 290 + 2x25 = 340
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Silence:
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Sounds that are affected by silence are reduced in volume.
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Level/Percent volume
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0/100
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1/66
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2/33
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3/0
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Enhanced sight. Oops, this isn't "Advanced Hive Sight" but enhanced "regular" sight. Each level of this ability makes enemy structures and entities glow brighter.
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It's currently a bit buggy though, as low levels of enhanced sight can make entities harder to see instead of easier.
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Scent of fear - If an enemy player or structure is at 33% of their full health or below, and is within range, they show up as a special type of entity on hive sight.
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level 1 - range 700
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level 2 - range 1400
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level 3 - range 2100
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