mirror of
https://github.com/ENSL/NS.git
synced 2024-12-02 17:21:52 +00:00
1175 lines
52 KiB
HTML
1175 lines
52 KiB
HTML
|
<HTML>
|
|||
|
<HEAD>
|
|||
|
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252">
|
|||
|
<META NAME="Generator" CONTENT="Microsoft Word 97">
|
|||
|
<TITLE>Humans vs. Aliens</TITLE>
|
|||
|
<META NAME="Template" CONTENT="C:\Program Files\Microsoft Office\Office\html.dot">
|
|||
|
</HEAD>
|
|||
|
<BODY LINK="#0000ff" VLINK="#800080">
|
|||
|
<FONT SIZE=2>
|
|||
|
<p ALIGN="right"><i><font face="Arial, Helvetica, sans-serif" color="#808080"><b>Last
|
|||
|
updated, <!-- #BeginDate format:Am1a -->August 11, 2000 0:08 AM<!-- #EndDate --></b></font></i></p>
|
|||
|
<p ALIGN="right"> </p>
|
|||
|
</FONT><B><FONT FACE="Arial" SIZE=4> </font></B><B><FONT FACE="Arial" SIZE=4>
|
|||
|
<P ALIGN="CENTER">The definitive tactical and atmospheric</P>
|
|||
|
<P ALIGN="CENTER">humans vs. aliens experience</P>
|
|||
|
</font></B><FONT SIZE=2></FONT><B><FONT FACE="Arial">
|
|||
|
<P>Overview</P>
|
|||
|
</font></B>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td><font size=2><i>Game objective </i></font><font size=2><EFBFBD> The humans
|
|||
|
assault an infested spacecraft and must keep their cool and work together
|
|||
|
to kill the alien queen</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Multiplayer-only Half-life mod</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Tense, not breakneck action</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Marines get fluctuating resource injections based on chain
|
|||
|
of command and team merit</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Aliens get increasing resource injections based on the
|
|||
|
game time elapsed</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Marines don<6F>t respawn but aliens do</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size="2">Innovative social dynamics and UI</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Extremely polished and atmospheric</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Simple to learn and play, it is hard-core action/strategy
|
|||
|
for a mainstream audience</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Both sides are genuinely different and together they accommodate
|
|||
|
a different play styles including strategic team-based play, "hero"-based
|
|||
|
action </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Influences include Starcraft ™, Aliens ™, Advanced
|
|||
|
Space Crusade ™ and Gloom ™</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<p align="left"><b><font face="Arial">General goals</font></b></p>
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td>
|
|||
|
<p><font size=2> Every rule, included feature and decision made should
|
|||
|
be made with these goals in mind. If a potential feature or rule doesn't
|
|||
|
serve one of these goals, it is removed from the design. </font></p>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2" height="20"><font size=2><b>Create a first-person,
|
|||
|
strategic, experience that is rich enough to warrant hours and
|
|||
|
hours of play</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%" height="90"> </td>
|
|||
|
<td width="93%" height="90">
|
|||
|
<p><font size="2">There are many design features that promote
|
|||
|
this goal including: the resource system, upgrades that have
|
|||
|
fundamental gameplay-changing effects (firing through walls,
|
|||
|
door welding, indirect fire, wall/ceiling travel, spore cloud,
|
|||
|
flying units, etc.), the morale system, the two different play
|
|||
|
styles represented by the two sides, the ability to upgrade
|
|||
|
and purchase equipment mid-game, overwatch and the unified hive
|
|||
|
mind. The gameplay is rich on and individual and the group level,
|
|||
|
and on the tactical and strategic levels. </font></p>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b>Reward teamplay for the humans</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td> </td>
|
|||
|
<td><font size=2>Most first-person games encourage everyone to run
|
|||
|
around like madman, ignoring their teammates and being as aggressive
|
|||
|
as possible. This will not work for the marines. This means encouraging
|
|||
|
the marines to act like a real </font><font size=2>squad. The
|
|||
|
resource model is such that the marines must move forward methodically,
|
|||
|
in a group fashion to take action before the aliens gain too much
|
|||
|
power. Communication is a big part of this, as is tension. Some
|
|||
|
of the gameplay mechanics that actively promote this include:
|
|||
|
varying resources depending how well a player is doing his "job"
|
|||
|
as a leader or green marine, the commander having morale gameplay
|
|||
|
effects on his squadmates, the marines don't respawn and automatic
|
|||
|
overwatch. </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td height="23" colspan="2"><font size=2><b>Reward power-playing
|
|||
|
for the aliens</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td height="23">
|
|||
|
<p><font size=2> </font></p>
|
|||
|
</td>
|
|||
|
<td height="23"><font size=2>The aliens must delay and harass the
|
|||
|
humans while they gain power. They punish rash and impulsive behavior
|
|||
|
with swift and deadly retribution. The aliens benefit from coordination,
|
|||
|
but don't require the tight groups of players and concentrated
|
|||
|
fire that the marines do. An individual alien can become much
|
|||
|
more powerful than an individual marine and the alien side doesn't
|
|||
|
rely on teamplay to gain power. The aliens are for individual
|
|||
|
power players and will benefit from quick reflexes, sneakiness
|
|||
|
and thinking on the fly. </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2">
|
|||
|
<p><font size=2><b>Shared, complete immersion</b></font></p>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td> </td>
|
|||
|
<td><font size=2>This is acheived through professional orchestral
|
|||
|
music and sound effects. Also, by keeping the game mechanics simple
|
|||
|
enough to have time to add lots of little details like mist from
|
|||
|
the aliens' mouths, and the echo of a rifle reloading in a ventilation
|
|||
|
shaft. The shared part means concentrating on players' shared
|
|||
|
experiences, like riding massive elevators together, watching
|
|||
|
in awe as an alien rises up out of the water, waiting anxiously
|
|||
|
as the loading bay door closes and advancing through the ship
|
|||
|
as a team. Further immerse the players by encouraging true role-playing.
|
|||
|
The awesomely powerful aliens can scuttle and scream to frighten
|
|||
|
the marine players and even themselves. The humans should constantly
|
|||
|
try to keep their cool and stay organized. They wig out when sarge
|
|||
|
dies and run like a little girl when they see a lumbering beast
|
|||
|
coming towards them. Everyone has fun playing the role they're
|
|||
|
supposed to, and the <i>game rules encourage</i> it.</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
<p> </p>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<p align="left"> </p>
|
|||
|
</div>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b>Humans</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p>Team philosophy and themes</p>
|
|||
|
</i></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size="2">Well-executed, coherent, macro. Keep them
|
|||
|
operating as a cohesive unit. Decisive group actions are potent. Promote
|
|||
|
these through: commander area effect bonus, arrows on ground showing exact
|
|||
|
line and direction of each teammate, upgrades distributed by commander,
|
|||
|
powerful mini-nukes require time to set, powerful rockets leave firing
|
|||
|
marine vulnerable, upgrades distributed at a maximum rate that should
|
|||
|
be planned for.</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p>Advantages</p>
|
|||
|
</i></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%">
|
|||
|
<p><font size=2>High-tech and powerful weaponry, versatile, multi-talented,
|
|||
|
superior ranged-fire, can change level geometry through door sealing,
|
|||
|
can shoot through walls, overwatch, autonomous (don<6F>t need a base of
|
|||
|
operations and each can upgrade independently), can communicate silently
|
|||
|
via throat mikes and gestures, indirect fire.</font></p>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p>Disadvantages</p>
|
|||
|
</i> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size=2>Fatigue, wounds slow movement and cause pain
|
|||
|
until treated, can<61>t see well in dark, all damage is permanent, fear,
|
|||
|
slower than many aliens, no jumping, can't respawn.</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2>
|
|||
|
<dir>
|
|||
|
<dir>
|
|||
|
<p> </p>
|
|||
|
</dir>
|
|||
|
</dir>
|
|||
|
<i>
|
|||
|
<p>Hero figure</p>
|
|||
|
</i> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size=2>Commander. Can possibly view through teammate
|
|||
|
cameras or top-view, reduces fatigue, fights, gives orders. In charge
|
|||
|
of purchasing special upgrades, authoritative order-giving.</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b>Aliens</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p>Team philosophy and themes</p>
|
|||
|
</i></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size="2">Sneaky, micro. More powerful when spread
|
|||
|
out. Coordination still powerful but it can be acted upon without planning;
|
|||
|
actions fall into place naturally without communication. Distraction,
|
|||
|
subterfuge and harassment tactics. Provoke single marine away from group.
|
|||
|
Promote these through: communal LOS/scouting, nasty close attacks forcing
|
|||
|
overwatch, slime slows movement, flanking very powerful because of overwatch
|
|||
|
and concentrated fire, turrets, human fears. Played psychologically and
|
|||
|
instinctually. Role-playing aspect.</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p>Advantages</p>
|
|||
|
</i> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%">
|
|||
|
<p><font size=2>Time advantage because of reinforcements and accelerating
|
|||
|
resource injection, faster movement, teleportation and can use walls
|
|||
|
and ceilings, can respawn, magic-like abilities, faster than marines,
|
|||
|
flight, unified hive mind, can respawn, cloaking</font></p>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p>Disadvantages</p>
|
|||
|
</i></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size=2>Low rate of fire ranged weapons (hit and run),
|
|||
|
entire team loses if queen dies, upgrades are centralized, low-level aliens
|
|||
|
not very powerful, communication is implicit via unified hive mind, no
|
|||
|
indirect fire, no defensive structures</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p>Hero figure</p>
|
|||
|
</i> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size="2">None.</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<B><FONT FACE="Arial"> </font></B></div>
|
|||
|
<B><FONT FACE="Arial">
|
|||
|
<P> </P>
|
|||
|
</font></B>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><b><font size="2">Atmosphere</font></b></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Gun sounds and screams are heard through
|
|||
|
trebly radio when teammate isn<73>t close by</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Extensive particle effects (smoke, fog, fire,
|
|||
|
cold breath)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Extensive taunts, breathing and hissing for
|
|||
|
aliens</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Slight jingling of bullets when marines walk,
|
|||
|
background breathing </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Different material types that make different
|
|||
|
sounds when walking (or scuttling) on them</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Simulate background ambient noises programmatically
|
|||
|
</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Extensive hand gestures for marines</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">When overwatch kicks in, there is an audio
|
|||
|
cue</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">"Jungle" feel for aliens with "bogs",
|
|||
|
mist and mossy growth. They change the environment with their presence.</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
<p> </p>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><b><font size="2">Easy to learn</font></b></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Track how many games a player has played.
|
|||
|
Display some in-game indication on each player showing their experience
|
|||
|
level. New players will be indicated as new to teammates. This encourages
|
|||
|
social order and listening to orders. Display with colored stars and adjective
|
|||
|
(three gold stars, Veteran). When a newbie sees an experienced player,
|
|||
|
they will be in awe and will listen and learn. This automatic mentoring
|
|||
|
helps new players get up to speed and helps the community sustain itself.</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Pie-menu starts simple and opens itself up
|
|||
|
over time. At any time, the player can revert to simple mode or advanced
|
|||
|
mode. Simple mode also displays all key bindings for basic keys.</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Chain of command for humans means that new
|
|||
|
players get put into "commanded" position and can receive orders
|
|||
|
from more experienced players. The aliens are even easier to start playing;
|
|||
|
their sneaky DM play style is familiar, only their abilities will be strange
|
|||
|
at first.</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">When in spectator mode, clip camera to world
|
|||
|
and use intelligent default view.</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
<div align="center">
|
|||
|
<p> </p>
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><b><font size="2">Game rules to promote</font></b></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Concentrated fire is huge (human)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Suppressing fire (human)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Covering a teammate while they perform a
|
|||
|
slower, vulnerable but important action (human)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">When in spectator mode, clip camera to world
|
|||
|
and use intelligent default view (human)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Flanking is very effective (for aliens)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Quickly taking opportunities and exploiting
|
|||
|
weaknesses when they present themselves (both)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="7%"> </td>
|
|||
|
<td width="93%"><font size="2">Ultra-cautious behavior, as time to wait
|
|||
|
for match to end can be up to a couple minutes (human)</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
<p> </p>
|
|||
|
<p><b><font size="2">Morale and resource model for humans</font></b></p>
|
|||
|
<p><font size="2">The resource system is modelled through likelihood of resources
|
|||
|
getting put to good use. If a player has shown his competence, he continues
|
|||
|
to receive resources. If a player fails at his role, he is given less resources
|
|||
|
because he has shown that he is less likely to put them to good use. This system
|
|||
|
is justified in the backstory but also promotes teamwork and protecting of teammates.
|
|||
|
The more players under a player's command, the more his resources depend on
|
|||
|
their livelihood. With this greater responsibility should come a bigger reward:
|
|||
|
knowledge that a successful mission was in large part to his own efforts and
|
|||
|
leadership? An extra sub-menu with special commands? Special priviledged upgrades?
|
|||
|
</font></p>
|
|||
|
<p><font size="2">Every x seconds, a resource injection is administered. The maximum
|
|||
|
size of the injection is determined by a starting number, then increased by
|
|||
|
number of aliens killed. The resources a player receives at regular intervals
|
|||
|
is proportional to percentage of those below a player in the chain of command
|
|||
|
(if any) that are alive. This proportion is multiplied with the current maximum
|
|||
|
resource injection to determine the actual injection. Whenever a squad leader
|
|||
|
receives resources, the players under his command who AREN'T squad leaders also
|
|||
|
receive it. Example: Player A is squad leader for Player B and Player C. Player
|
|||
|
B and Player C are at the bottom of the totem pole and command no one. Player
|
|||
|
A receives 100% of the resource injection at regular intervals. When he receives
|
|||
|
it, B and C also get it so everyone gets one 100% of the maximum resource injection.
|
|||
|
Player B then dies. Player A now only gets 50% of the resource injection, which
|
|||
|
also goes to C. Another example: Player 1 is the ultimate commander. He commands
|
|||
|
Player 2, who in turn commands Player 3 and Player 4. It is time to give a resource
|
|||
|
injection. Player 2 is alive, so Player 1 gets 100% of his resources. Player
|
|||
|
2 is below Player 1 but is a squad leader, so gets no runoff. Player 3 and Player
|
|||
|
4 are alive, so Player 2 then gets 100% of the resources. Player 3 and Player
|
|||
|
4 aren't leaders, so they also get the resources that Player 2 got. Now Player
|
|||
|
3 dies and it's time to give resources again. Player 1 gets 100% of his injection
|
|||
|
because Player 2 is alive. Player 2 only gets 50% of his injection because Player
|
|||
|
3 died. Player 4 also gets the 50%.</font></p>
|
|||
|
<p><font size="2">The morale level of a player is proportional to the percentage
|
|||
|
of players above you in the chain of command (if any) and below you in the chain
|
|||
|
of command (if any) that are alive and in a defined range. If there were never
|
|||
|
any players below a player in the chain of command, the number of players in
|
|||
|
the same squad count instead (those commanded and not other leaders for squad
|
|||
|
leaders, and close teammates for lowest-level soldiers). If a relevant player
|
|||
|
is alive but not in range, only 50% of that player's morale bonus is contributed.
|
|||
|
The morale level for a player is expressed as a percentage and is displayed
|
|||
|
at all times. Morale gives a player a defensive bonus and an accuracy bonus.</font></p>
|
|||
|
<p><font size="2">This system promotes proximity between squads and makes it in
|
|||
|
a player's best interest to keep his commander and fellow squad mates alive.
|
|||
|
It also forces the marines to move forward to and kill aliens. It also keeps
|
|||
|
the aliens from acting stupid and throwing themselves into the marines' weaponry,
|
|||
|
lest they feed the fire.</font></p>
|
|||
|
<p><font size="2">How to make the commander a leader? When the leader is more
|
|||
|
skilled than the others, it should be evident. Those below him will want to
|
|||
|
be led and want to feel like they are under the care and guidance of a true
|
|||
|
protector. How to make the commander a leader and not just another player? He
|
|||
|
has to have the ability to make decisions that no one else can make, because
|
|||
|
they don't have as much information. The commander can be in contact with the
|
|||
|
mothership which has more information about this engagement than he does. Maybe
|
|||
|
he receives intel about types and numbers of aliens in the vicinity? Informs
|
|||
|
him when aliens purchase key upgrades? Let him use his "insight" to
|
|||
|
get glimpses of aliens through walls (or at least vague shape indicating amount
|
|||
|
and position)? What can we do to make squad leaders feel more responsible and
|
|||
|
empowered?</font></p>
|
|||
|
<p><font size="2"><b>The alien resource model</b></font></p>
|
|||
|
<p><font size="2">The aliens have a constantly increasing maximum resource injection.
|
|||
|
It also increases when they kill marines. They have no morale model or chain
|
|||
|
of command. The total resources is divided among the number of players on the
|
|||
|
team (including dead players). If a player leaves the game, that player's remaining
|
|||
|
resources are divided to everyone else on the team. After an alien player dies,
|
|||
|
he is presented with a graphical menu that shows all the different aliens he
|
|||
|
can respawn back as. One or more of the alien choices may not be available in
|
|||
|
the beginning of the match. There should be a choice in the beginning of the
|
|||
|
game, not only one alien to select. Alternatively, the player can wait a bit
|
|||
|
and receive resources before entering. While this menu is up, they can still
|
|||
|
receive chat messages but are at a dark screen (or inside the alien hive mind?).
|
|||
|
They can't see the current game in progress.</font></p>
|
|||
|
<FONT SIZE=2>
|
|||
|
<DIR></DIR>
|
|||
|
<B>
|
|||
|
<P>Version 0.9 feature list (each described in detail below)</P>
|
|||
|
</B></FONT>
|
|||
|
<p><font size="2"><b>Marines vs. Marines</b></font></p>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><i>
|
|||
|
<p><b>Humans</b></p>
|
|||
|
</i> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Resource injections to everyone (probably equal
|
|||
|
for all players but may respond to player<65>s actions)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>All soldiers get base amount of points to start</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Equipment buying during game, distribution
|
|||
|
to soldiers from commander</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Commander provides leadership near him, decreased
|
|||
|
fatigue, increased damage (encourage grouping of marines so they advance
|
|||
|
together or in small teams)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Marine movement (walking, running and crouching)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Comm radios</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Upgrade menu</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Overwatch</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Fatigue</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Machine gun (all soldiers have this)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Explosive grenades (all soldiers have this,
|
|||
|
very important advantage vs. aliens)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Flame thrower (purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Ammo clips (guns) and fire canisters (flame
|
|||
|
and napalm)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Medium and heavy armor (slows movement, greatly
|
|||
|
increases damage and carrying capacity, purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Turrets (purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Door welding (purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Armor piercing ammo (shoots through thin walls
|
|||
|
and all aliens, upgrade)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Stimpack (purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Smoke grenades (purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Gestures (pointing left, right, up, down, wait,
|
|||
|
follow)</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
|
|||
|
<p align="left"><font size="2"><b>Version 1.0 feature list</b></font> </p>
|
|||
|
<p align="left"><font size="2"><b>Marines vs. Aliens</b></font></p>
|
|||
|
</div>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1" height="490">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b><i>Aliens</i></b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size="2">Allow jumping and hopping off walls to promote
|
|||
|
skillful use</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Abstract and grotesque view for queen player
|
|||
|
(warm, pulsing, indistinguishable dark shapes), shows third person view
|
|||
|
of each other alien on team</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size="2">Don't concentrate on melee, it's boring </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Alien movement: Creeping, scuttling, flying,
|
|||
|
and gliding down from high places</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size="2">Teleportation or hive structure to move quickly
|
|||
|
to another place</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Non-queen aliens communicate mostly via primal
|
|||
|
squeals, grunts and gurgling. Messages from queen are broadcast to all
|
|||
|
minions in italicized font (like a thought or urge more than speech)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Some aliens can move on walls and ceilings
|
|||
|
(too confusing?)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size="2">Communal upgrades that any player can buy,
|
|||
|
everyone receives benefit:</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%">
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td><font size=2>Regeneration - slowly gives health back to all
|
|||
|
aliens</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Unified hive mind (UHM) - </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size=2>Exoskeleton - provides extra protection for all
|
|||
|
aliens</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size="2">Speed upgrade - </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size="2">Cloaking when motionless -</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size="2">Spore cloud - Blocks line of sight in a given
|
|||
|
area</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td><font size="2">Infravision - </font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
<FONT SIZE=2><B><I></i></B></FONT>
|
|||
|
<DIR></DIR>
|
|||
|
<div align="center"><FONT SIZE=2> <B><I> </i></B></FONT>
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b><i>
|
|||
|
<p>General</p>
|
|||
|
</i></b> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Automatic opening and closing doors (aperature
|
|||
|
and regular doors) </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Particle system for all effects</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Very 3D maps with ventilation shafts, bridges,
|
|||
|
tight corridors opening into rooms and mutiple paths between rooms</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Sound system features if needed</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%">
|
|||
|
<table width="100%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2>DSP effects:</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Trebly/scratchy for sounds heard through
|
|||
|
communicator </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Muffled/droning through other alien via
|
|||
|
UHM</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Metal hallway</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
<FONT SIZE=2><B><I></i></B></FONT>
|
|||
|
<div align="center">
|
|||
|
<p> </p>
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b><i>
|
|||
|
<p>Media</p>
|
|||
|
</i></b> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%">
|
|||
|
<table width="100%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2>Three good levels</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Asteroid mining ship</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Infested colony ship</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Communications outpost</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2>Models and animations</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size=2>Marine walking, crouching, running</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size="2">Commander skin (battle-worn comfortable-looking
|
|||
|
armor, fleet insignia)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size="2">Squad leader skin (Scuffed armor, experienced,
|
|||
|
a </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size="2">Grunt skin (brand-new, bright, clean,
|
|||
|
plastic-looking)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="6%"> </td>
|
|||
|
<td width="94%"><font size=2>
|
|||
|
<p>(To be filled in later)</p>
|
|||
|
<p></p>
|
|||
|
</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b>Human sounds</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Each marine weapon</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>A few marine pain sounds</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Marine walking (almost silent)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Marine running (jangly)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Heartbeat</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Overwatch activated sound</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Two different marine dying sounds</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Upgrade or purchase complete notification (short
|
|||
|
and unobtrusive)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size="2">Commander voice (authoritative, confident
|
|||
|
and cool as a cucumber)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size="2">Squad leader voice (moderately authoritative
|
|||
|
and seasoned)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size="2">Grunt voice (slightly indignant, a little
|
|||
|
panicky, green-sounding) </font> </td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b>Alien sounds</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Dying sound for each alien</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Layered whispers for alien UHM</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Looping queen-is-nearby sound</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Generic scuttling sound</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b>General sounds</b></font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>A few explosions for grenades</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>Ambient ship sounds: groans, clanks, alert
|
|||
|
sirens, humming</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2"><font size=2><b>
|
|||
|
<p>Music</p>
|
|||
|
</b> </font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="4%"> </td>
|
|||
|
<td width="96%"><font size=2>A few songs to play in the background occasionally
|
|||
|
(one for beginning, one when game completes, one when marine dies). Often
|
|||
|
there will be very subtle background music, along with sounds of the ship.
|
|||
|
If it had intermittent volume swells, it would be clost to inaudible then
|
|||
|
occasionally swelling to the foreground (parallels hidden enemies suddenly
|
|||
|
attacking and allows ambient and environmental cues).</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<FONT SIZE=2><B><I> </i></B></FONT></div>
|
|||
|
<FONT SIZE=2><B><I>
|
|||
|
<P> </P>
|
|||
|
</i></B>
|
|||
|
<DIR>
|
|||
|
<DIR>
|
|||
|
<DIR></DIR>
|
|||
|
</DIR>
|
|||
|
</DIR>
|
|||
|
</FONT><B><FONT FACE="Arial">
|
|||
|
<P><b><font size="2">Version 1.1 feature list</font></b></P>
|
|||
|
</FONT></B>
|
|||
|
<p><font size="2"><b>Marines vs. Aliens with more depth and scale</b></font></p>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">Solider cam for commander</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Grenade launcher (purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">Flashlights and/or nightvision</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Options only shown on upgrade list if carrying
|
|||
|
capacity allows (shows text why not available)</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<p> </p>
|
|||
|
</div>
|
|||
|
<div align="center"></div>
|
|||
|
<B><FONT FACE="Arial">
|
|||
|
<P>Feature descriptions</P>
|
|||
|
</FONT></B>
|
|||
|
<P><font size="2"><b>Alien movement: -</b> Creeping, scuttling and flying</font></P>
|
|||
|
<p><font size="2"><b>Buying menu -</b> Marines can buy new equipment, armor and
|
|||
|
upgrades during the game. The menu is brought by hitting a key. The menu shows
|
|||
|
the list of items and upgrades and their prices, also showing the amount of
|
|||
|
points each costs. Any upgrade that is too expensive is drawn in red, any upgrade
|
|||
|
that is already purchased is drawn in green. The rest are drawn in white. Any
|
|||
|
equipment or upgrades that are "purchased" are acquired immediately.</font></p>
|
|||
|
<p><font size=2> </font><font size="2"> </font><font size="2"><b>Commander </b>
|
|||
|
- Marines within a certain range of the (a) commander has their fatigue reduced
|
|||
|
quickly or is completely immune to effects of fatigue. The commander has more
|
|||
|
responsibility for all his teammates, so his resource level depends on their
|
|||
|
livelihood. With this increased responsibility, does he get any extra power?
|
|||
|
To prevent cheating and make the commander role a social distinction, no extra
|
|||
|
power would be granted. To compensate for this extra responsibility, the commander
|
|||
|
should get something...maybe he just has an booming and authoritative voice
|
|||
|
that is distinct from the others. Likewise, the squad leaders should have a
|
|||
|
distinct voice, and the grunts their own as well.</font></p>
|
|||
|
<p><font size="2"><b>Comm radios -</b> When marines use their communicators (team
|
|||
|
chat), they make muffled chatting noises that the aliens can hear. Besides team
|
|||
|
chat, marines also have a handful of common sayings.</font></p>
|
|||
|
<p><font size="2"><b>Door welding</b> <20> Marines with welding torch can spend twenty
|
|||
|
seconds to weld doors shut. Aliens cannot get through closed doors</font></p>
|
|||
|
<p><font size="2"><b>Explosive grenades-</b> This is the marines' main form of
|
|||
|
indirect fire and is a principal advantage over the aliens. It can be bounced
|
|||
|
around corners and does damage to marines as well.</font></p>
|
|||
|
<p><font size="2"><b>Fatigue (marines only) </b><EFBFBD> When a marine runs <b>or fighting</b>,
|
|||
|
his fatigue level increases. When he is walking, it stays the same and when
|
|||
|
he is stationary, it decreases. The higher the fatigue level, the slower his
|
|||
|
movement rate. He will also take slightly more damage from attacks and will
|
|||
|
take longer to arm his weapon. When a marine is fully fatigued, he cannot fire
|
|||
|
and his movement rate drops severely. It is important that firing isn't allowed
|
|||
|
because the machine gun has unlimited ammo. Alternatively, force reloading.
|
|||
|
The fatigue rules promote planning and "leap-frogging" with teammates
|
|||
|
and further discourage the one-man army.</font></p>
|
|||
|
<div align="center"></div>
|
|||
|
<p><font size="2"><b>Flame thrower-</b> </font></p>
|
|||
|
<p><font size="2"><b>Gestures -</b> </font></p>
|
|||
|
<p><font size="2"><b>Machine gun-</b> Unlimited ammo. Can be upgraded in ROF and
|
|||
|
damage. Promotes cover fire.</font></p>
|
|||
|
<p><font size="2"><b>Marine movement-</b></font></p>
|
|||
|
<p><font size="2"><b>Overwatch</b> - Kicks in automatically when weapon is held
|
|||
|
stationary for a few seconds. Marines stay in overwatch as long as they don<6F>t
|
|||
|
move, turn, change weapons or gesture. Overwatch increases the amount of damage
|
|||
|
inflicted on it<69>s target and automatically starts firing as soon as an enemy
|
|||
|
passes in range and area of effect of the weapon. Not all weapons can go into
|
|||
|
overwatch (only machine guns?). Overwatch is disabled when ammo runs out or
|
|||
|
the marine runs, turns, gestures or changes weapons. Chatting is still permitted
|
|||
|
and the weapon will still fire even while typing. This lets the marines strategize
|
|||
|
without immediate fear of death!</font></p>
|
|||
|
<p><FONT SIZE=2><B>Queen<EFBFBD>s lair</b></font><FONT SIZE=2>- The big room where the
|
|||
|
queen lives. Aliens spawn here and is their base of operations. The aliens will
|
|||
|
try to prevent the marines from finding or entering this room for as long as
|
|||
|
possible so reinforcements can be gathered.</font></p>
|
|||
|
<P><font size="2"><b>Resource injections (both)-</b> Both the marines and aliens
|
|||
|
get intermittent resource points. The queen player gets all the alien resource
|
|||
|
points, which he can use to produce drones or purchase upgrades. Every marine
|
|||
|
gets their own amount of resources, with the commander getting more. The marines
|
|||
|
then handle individual upgrades themselves and buy their own equipment. The
|
|||
|
marines can also give resources to other marines if they are both within range
|
|||
|
of a commander.</font></P>
|
|||
|
<P><font size="2"><B>Regeneration </b><EFBFBD> Gives all aliens (including the queen
|
|||
|
and drones) automatic regeneration. Marines must continue to press attack to
|
|||
|
prevent reinforcements.</font></P>
|
|||
|
<P><font size="2"><b>Scuttle on ceiling/walls </b><EFBFBD> Aliens of level 1 and 2 can
|
|||
|
freely travel on ceilings and walls with no movement penalty</font></P>
|
|||
|
<P><font size="2"><b>Stimpack</b> <20> Reduces fatigue effects and temporarily increases
|
|||
|
speed </font></P>
|
|||
|
<P><font size="2"><B>Turrets - </b>After turrets are placed, overwatch kicks in
|
|||
|
after a few seconds and the same sound plays. Turrets also have an audio sensor
|
|||
|
and will track sounds that are close by. It will spin to aim at the nearest
|
|||
|
sound, overwatch flipping on after it is still for a few seconds each time.
|
|||
|
This lets aliens outwit turrets. Do turrets fire at any targets or only aliens?</font></P>
|
|||
|
<p><font size="2"><B>Wounding </b><EFBFBD> Both marines and aliens move slower and generally
|
|||
|
are less effective when wounded. This is largely permanent for marines but can
|
|||
|
be regenerated by aliens when available.</font></p>
|
|||
|
<P><font size="2"><B>Victory conditions </b><EFBFBD> The game is immediately won by the
|
|||
|
marines if the queen is destroyed. The game is won by the aliens when all the
|
|||
|
marines have been killed.</font></P>
|
|||
|
<div align="center"> </div>
|
|||
|
<P><font size="2"><b>Current design weaknesses</b></font></P>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">The commander isn't well-defined or justified</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">The aliens don't have any equipment or social
|
|||
|
rules (all innovative stuff is on human side)</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<p> </p>
|
|||
|
</div>
|
|||
|
<P align="center"><br>
|
|||
|
</P>
|
|||
|
<hr>
|
|||
|
<P align="left"><font size="2"><b>Old or undecided</b></font></P>
|
|||
|
<div align="left">
|
|||
|
<p><font size=2><b><font size="2">Possession-</font></b>Target another alien
|
|||
|
not controlled by a player and hit possess key. You are instantly in control
|
|||
|
of that alien. Any alien not controlled by a player, will attack marines within
|
|||
|
a reasonable range but won't follow them. An alien player can group other
|
|||
|
aliens with him by targetting it and holding the possess key. After a few
|
|||
|
seconds, the alien will travel over to the player and will now follow the
|
|||
|
player and attack the target the player is targetting. Only aliens of the
|
|||
|
same type as the player can be grouped. In this way, a player can create and
|
|||
|
control an army. He can also "place" aliens as sentries and set
|
|||
|
up ambushes.</font></p>
|
|||
|
<p><font size="2"><b>Infestation -</b> Can inhabit enemy player (host). Subject
|
|||
|
loses ability to speak, gets fatigued quickly and triggers unified hive mind
|
|||
|
sight for aliens. Unresolved: Is there a way to cure?</font></p>
|
|||
|
<p><font size=2><b>Sphincters </b>- Aliens can enter the queen via sphincters
|
|||
|
on her. Once inside, they can choose between multiple exits, each one leading
|
|||
|
to a different part of the map. These sphincter doors exit through ceilings,
|
|||
|
walls or floors. They can also be entered to quickly travel back to the queen<65>s
|
|||
|
lair. They can be destroyed by marines</font></p>
|
|||
|
<p><font size="2"><b>Unified hive mind (UHM) </b>- When alien sees marine, queen
|
|||
|
and teammates get notified of general location via sound or display, enabling
|
|||
|
aliens to stalk the marines. Aliens also always know about each other<65>s locations.
|
|||
|
The player or enemy type is not disclosed. When drone is spawned, play sound
|
|||
|
that can always be heard. When upgrade is purchased, play sound that can always
|
|||
|
be heard. In each case, play chat message from hive mind to all players. Chat
|
|||
|
messages to and from hive mind are silent so they can<61>t be heard by marines.</font></p>
|
|||
|
<p><b><font size="2">Version 1.2 feature list</font></b></p>
|
|||
|
<p><font size="2"><b>Marines vs. Aliens, easier to use, more cinematic</b></font></p>
|
|||
|
<div align="center">
|
|||
|
<table width="85%" border="0" cellspacing="1" cellpadding="1">
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Show upgrade in progress HUD, along with
|
|||
|
researched tech</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">Pre-game buying aboard drop ship</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">Drop pods that land on alien ship with
|
|||
|
cinematic camera</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Automatic upgrade option so player doesn<73>t
|
|||
|
have to choose</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">Solider cam for commander</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size="2">Multiple simultaneous alien cams for queen
|
|||
|
</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Grenade launcher (purchased)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Show key bindings and abilities on HUD with
|
|||
|
simple explanations (give reason why available if not)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Options can be queued for purchase (triggers
|
|||
|
AVC)</font></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td width="5%"> </td>
|
|||
|
<td width="95%"><font size=2>Automatic voice chat (AVC) that informs teammates
|
|||
|
of upgrade choices</font></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<p align="left"><font size="1" face="Georgia, Times New Roman, Times, serif"><i></i></font><font size="2">General
|
|||
|
wounding for both sides</font></p>
|
|||
|
<p align="left"><font size="2">Blaze of Glory</font></p>
|
|||
|
<p align="left"><font size="2">Grow queen (upgrade, provides quicker drone
|
|||
|
production, increases hit points, cannot be purchased to early so other
|
|||
|
players aren<65>t bored). Risky, as offensive power suffers and marines could
|
|||
|
stumble upon queen.</font></p>
|
|||
|
<p align="left"><font size="2">Alien cam for queen (like observer mode, takes
|
|||
|
up full screen)</font></p>
|
|||
|
<p align="left"><font size="2">Slow or immobile defensive alien</font></p>
|
|||
|
<p align="left"><font size=2>Marines can give resources to another player
|
|||
|
to acheive an expensive upgrade sooner</font></p>
|
|||
|
<p align="left"><font size="2">Display a teammate's role (scout, heavy, commander,
|
|||
|
etc.) when looking at him. Role's aren't chosen, but would have to be determined
|
|||
|
by looking at the player's equipment and actions.</font></p>
|
|||
|
<p align="left"><font size="2">Six levels of aliens. Each one costs more than
|
|||
|
the last. To spawn, the player must have enough to pay for one of the alien
|
|||
|
types. Show graphical menu where they are shown and can be selected.</font></p>
|
|||
|
<p align="left"><font size=2>Napalm missile (purchased)</font></p>
|
|||
|
<table cellspacing=1 border=0 cellpadding=1 width=85%>
|
|||
|
<tr>
|
|||
|
<td valign="TOP"> <i></i>
|
|||
|
<p><font size=2><i>Level 0</i> <20> Drone, bottom of food chain. No combat
|
|||
|
skills. (guinea pig size) Suicide ability?</font>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td valign="TOP"> <i></i>
|
|||
|
<p><font size=2><i>Level 1</i></font><font size=2> <20> Basic melee alien,
|
|||
|
scout (cat-sized). Can lunge and hop.</font>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td valign="TOP"> <i></i>
|
|||
|
<p><font size=2><i>Level 2</i></font><font size=2> <20> Alien with basic
|
|||
|
ranged attack can lay sticky web (upgrade, German-shepherd sized)</font>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td valign="TOP"> <i></i>
|
|||
|
<p><font size=2><i>Level 3</i></font><font size=2> <20> Flying alien with
|
|||
|
lightning speed and nasty melee attack (eagle-sized). Flies like first-person
|
|||
|
Joust (default is right mouse button)</font>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td valign="TOP"> <i></i>
|
|||
|
<p><font size=2><i>Level 4</i></font><font size=2> <20> Big alien with
|
|||
|
acid gun that does splash damage (infection upgrade, man-sized). This
|
|||
|
is a heavy defender that can also take damage clustered marines. </font>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td valign="TOP"> <i></i>
|
|||
|
<p><font size=2><i>Level 5</i></font><font size=2> <20> Monstrous charging
|
|||
|
melee alien that can run through turrets (horse-sized)</font>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<p align="left"><font size="2">Possession (allowed by all aliens except queen)</font></p>
|
|||
|
<p align="left"><font size="2">Level 2 alien gets infestation ability</font></p>
|
|||
|
<p> </p>
|
|||
|
<div align="center">
|
|||
|
<p><font size="1" face="Georgia, Times New Roman, Times, serif"><i>All material
|
|||
|
property of Charlie Cleveland and is not to be referenced, used or reprinted
|
|||
|
</i></font></p>
|
|||
|
</div>
|
|||
|
<p align="center"><font size="1" face="Georgia, Times New Roman, Times, serif"><i>Violators
|
|||
|
will be violated</i></font></p>
|
|||
|
<p align="center"> </p>
|
|||
|
<p align="left"> </p>
|
|||
|
</div>
|
|||
|
</div>
|
|||
|
</BODY>
|
|||
|
</HTML>
|