The
following are primary marine needs, and how to
address them.
Health: watch your HUD
to monitor your health. Health can only be restored
by Medkits,
dropped by the commander. Maximum health is
100 points.
Armor: marines begin with 50 points
of armor. Defensive nano-arrays absorb 30% of
damage, the rest of which effects your health.
Upgrades
to armor, and the equipment heavy
armor, can dramatically improve this protection.
Armor can only be repaired by a welder.
Ammo: watch your HUD
to monitor ammo. Ammo can be gotten automatically
from an armory,
or dropped as ammo
packs by the commander (critical when away
from base). While an armory upgrading to an
advanced
armory, it will be unable to supply ammo.
Weapons: all new weapons (besides
starting equipment) must be purchased and dropped
by the commander. A marine can carry one primary
weapon (LMG, shotgun, HMG or grenade launcher),
a pistol, and knife. He can also carry a welder
or mines (which replace the pistol), if these
items are made available. See the weaponry
section for more information.
Upgrades: upgrades to armor and
weapon strength, plus the motion tracking ability,
can be researched by the commander. See the
upgrades section
for more information.
Advanced Equipment: jet
packs and heavy
armor can be researched by the commander,
and then purchased for each marine.
Support Artillery: the commander
can create turrets
and siege turrets
to defend a base, or support a forward position.
These defenses must be built by marines.
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