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1174 lines
52 KiB
HTML
1174 lines
52 KiB
HTML
<HTML>
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<HEAD>
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<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252">
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<META NAME="Generator" CONTENT="Microsoft Word 97">
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<TITLE>Humans vs. Aliens</TITLE>
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<META NAME="Template" CONTENT="C:\Program Files\Microsoft Office\Office\html.dot">
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</HEAD>
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<BODY LINK="#0000ff" VLINK="#800080">
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<FONT SIZE=2>
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<p ALIGN="right"><i><font face="Arial, Helvetica, sans-serif" color="#808080"><b>Last
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updated, <!-- #BeginDate format:Am1a -->August 11, 2000 0:08 AM<!-- #EndDate --></b></font></i></p>
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<p ALIGN="right"> </p>
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</FONT><B><FONT FACE="Arial" SIZE=4> </font></B><B><FONT FACE="Arial" SIZE=4>
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<P ALIGN="CENTER">The definitive tactical and atmospheric</P>
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<P ALIGN="CENTER">humans vs. aliens experience</P>
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</font></B><FONT SIZE=2></FONT><B><FONT FACE="Arial">
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<P>Overview</P>
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</font></B>
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<div align="center">
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<table width="85%" border="0" cellspacing="1" cellpadding="1">
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<tr>
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<td><font size=2><i>Game objective </i></font><font size=2>– The humans
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assault an infested spacecraft and must keep their cool and work together
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to kill the alien queen</font></td>
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</tr>
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<tr>
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<td><font size=2>Multiplayer-only Half-life mod</font></td>
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</tr>
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<tr>
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<td><font size=2>Tense, not breakneck action</font></td>
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</tr>
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<tr>
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<td><font size=2>Marines get fluctuating resource injections based on chain
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of command and team merit</font></td>
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</tr>
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<tr>
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<td><font size=2>Aliens get increasing resource injections based on the
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game time elapsed</font></td>
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</tr>
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<tr>
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<td><font size=2>Marines don’t respawn but aliens do</font></td>
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</tr>
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<tr>
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<td><font size="2">Innovative social dynamics and UI</font></td>
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</tr>
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<tr>
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<td><font size=2>Extremely polished and atmospheric</font></td>
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</tr>
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<tr>
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<td><font size=2>Simple to learn and play, it is hard-core action/strategy
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for a mainstream audience</font></td>
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</tr>
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<tr>
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<td><font size=2>Both sides are genuinely different and together they accommodate
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a different play styles including strategic team-based play, "hero"-based
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action </font></td>
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</tr>
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<tr>
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<td><font size=2>Influences include Starcraft ™, Aliens ™, Advanced
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Space Crusade ™ and Gloom ™</font></td>
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</tr>
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</table>
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<p align="left"><b><font face="Arial">General goals</font></b></p>
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<table width="85%" border="0" cellspacing="1" cellpadding="1">
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<tr>
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<td>
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<p><font size=2> Every rule, included feature and decision made should
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be made with these goals in mind. If a potential feature or rule doesn't
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serve one of these goals, it is removed from the design. </font></p>
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<div align="center">
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<table width="85%" border="0" cellspacing="1" cellpadding="1">
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<tr>
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<td colspan="2" height="20"><font size=2><b>Create a first-person,
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strategic, experience that is rich enough to warrant hours and
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hours of play</b></font></td>
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</tr>
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<tr>
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<td width="7%" height="90"> </td>
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<td width="93%" height="90">
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<p><font size="2">There are many design features that promote
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this goal including: the resource system, upgrades that have
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fundamental gameplay-changing effects (firing through walls,
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door welding, indirect fire, wall/ceiling travel, spore cloud,
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flying units, etc.), the morale system, the two different play
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styles represented by the two sides, the ability to upgrade
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and purchase equipment mid-game, overwatch and the unified hive
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mind. The gameplay is rich on and individual and the group level,
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and on the tactical and strategic levels. </font></p>
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</td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><b>Reward teamplay for the humans</b></font></td>
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</tr>
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<tr>
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<td> </td>
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<td><font size=2>Most first-person games encourage everyone to run
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around like madman, ignoring their teammates and being as aggressive
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as possible. This will not work for the marines. This means encouraging
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the marines to act like a real </font><font size=2>squad. The
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resource model is such that the marines must move forward methodically,
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in a group fashion to take action before the aliens gain too much
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power. Communication is a big part of this, as is tension. Some
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of the gameplay mechanics that actively promote this include:
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varying resources depending how well a player is doing his "job"
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as a leader or green marine, the commander having morale gameplay
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effects on his squadmates, the marines don't respawn and automatic
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overwatch. </font></td>
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</tr>
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<tr>
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<td height="23" colspan="2"><font size=2><b>Reward power-playing
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for the aliens</b></font></td>
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</tr>
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<tr>
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<td height="23">
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<p><font size=2> </font></p>
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</td>
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<td height="23"><font size=2>The aliens must delay and harass the
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humans while they gain power. They punish rash and impulsive behavior
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with swift and deadly retribution. The aliens benefit from coordination,
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but don't require the tight groups of players and concentrated
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fire that the marines do. An individual alien can become much
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more powerful than an individual marine and the alien side doesn't
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rely on teamplay to gain power. The aliens are for individual
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power players and will benefit from quick reflexes, sneakiness
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and thinking on the fly. </font></td>
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</tr>
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<tr>
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<td colspan="2">
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<p><font size=2><b>Shared, complete immersion</b></font></p>
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</td>
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</tr>
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<tr>
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<td> </td>
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<td><font size=2>This is acheived through professional orchestral
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music and sound effects. Also, by keeping the game mechanics simple
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enough to have time to add lots of little details like mist from
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the aliens' mouths, and the echo of a rifle reloading in a ventilation
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shaft. The shared part means concentrating on players' shared
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experiences, like riding massive elevators together, watching
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in awe as an alien rises up out of the water, waiting anxiously
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as the loading bay door closes and advancing through the ship
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as a team. Further immerse the players by encouraging true role-playing.
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The awesomely powerful aliens can scuttle and scream to frighten
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the marine players and even themselves. The humans should constantly
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try to keep their cool and stay organized. They wig out when sarge
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dies and run like a little girl when they see a lumbering beast
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coming towards them. Everyone has fun playing the role they're
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supposed to, and the <i>game rules encourage</i> it.</font></td>
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</tr>
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</table>
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</div>
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<p> </p>
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</td>
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</tr>
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</table>
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<p align="left"> </p>
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</div>
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<div align="center">
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<table width="85%" border="0" cellspacing="1" cellpadding="1">
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<tr>
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<td colspan="2"><font size=2><b>Humans</b></font></td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><i>
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<p>Team philosophy and themes</p>
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</i></font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%"><font size="2">Well-executed, coherent, macro. Keep them
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operating as a cohesive unit. Decisive group actions are potent. Promote
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these through: commander area effect bonus, arrows on ground showing exact
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line and direction of each teammate, upgrades distributed by commander,
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powerful mini-nukes require time to set, powerful rockets leave firing
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marine vulnerable, upgrades distributed at a maximum rate that should
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be planned for.</font></td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><i>
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<p>Advantages</p>
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</i></font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%">
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<p><font size=2>High-tech and powerful weaponry, versatile, multi-talented,
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superior ranged-fire, can change level geometry through door sealing,
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can shoot through walls, overwatch, autonomous (don’t need a base of
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operations and each can upgrade independently), can communicate silently
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via throat mikes and gestures, indirect fire.</font></p>
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</td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><i>
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<p>Disadvantages</p>
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</i> </font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%"><font size=2>Fatigue, wounds slow movement and cause pain
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until treated, can’t see well in dark, all damage is permanent, fear,
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slower than many aliens, no jumping, can't respawn.</font></td>
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</tr>
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<tr>
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<td colspan="2"><font size=2>
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<dir>
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<dir>
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<p> </p>
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</dir>
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</dir>
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<i>
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<p>Hero figure</p>
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</i> </font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%"><font size=2>Commander. Can possibly view through teammate
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cameras or top-view, reduces fatigue, fights, gives orders. In charge
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of purchasing special upgrades, authoritative order-giving.</font></td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><b>Aliens</b></font></td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><i>
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<p>Team philosophy and themes</p>
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</i></font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%"><font size="2">Sneaky, micro. More powerful when spread
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out. Coordination still powerful but it can be acted upon without planning;
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actions fall into place naturally without communication. Distraction,
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subterfuge and harassment tactics. Provoke single marine away from group.
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Promote these through: communal LOS/scouting, nasty close attacks forcing
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overwatch, slime slows movement, flanking very powerful because of overwatch
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and concentrated fire, turrets, human fears. Played psychologically and
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instinctually. Role-playing aspect.</font></td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><i>
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<p>Advantages</p>
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</i> </font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%">
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<p><font size=2>Time advantage because of reinforcements and accelerating
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resource injection, faster movement, teleportation and can use walls
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and ceilings, can respawn, magic-like abilities, faster than marines,
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flight, unified hive mind, can respawn, cloaking</font></p>
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</td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><i>
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<p>Disadvantages</p>
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</i></font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%"><font size=2>Low rate of fire ranged weapons (hit and run),
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entire team loses if queen dies, upgrades are centralized, low-level aliens
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not very powerful, communication is implicit via unified hive mind, no
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indirect fire, no defensive structures</font></td>
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</tr>
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<tr>
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<td colspan="2"><font size=2><i>
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<p>Hero figure</p>
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</i> </font></td>
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</tr>
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<tr>
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<td width="6%"> </td>
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<td width="94%"><font size="2">None.</font></td>
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</tr>
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</table>
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<B><FONT FACE="Arial"> </font></B></div>
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<B><FONT FACE="Arial">
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<P> </P>
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</font></B>
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<div align="center">
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<table width="85%" border="0" cellspacing="1" cellpadding="1">
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<tr>
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<td colspan="2"><b><font size="2">Atmosphere</font></b></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Gun sounds and screams are heard through
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trebly radio when teammate isn’t close by</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Extensive particle effects (smoke, fog, fire,
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cold breath)</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Extensive taunts, breathing and hissing for
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aliens</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Slight jingling of bullets when marines walk,
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background breathing </font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Different material types that make different
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sounds when walking (or scuttling) on them</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Simulate background ambient noises programmatically
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</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Extensive hand gestures for marines</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">When overwatch kicks in, there is an audio
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cue</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">"Jungle" feel for aliens with "bogs",
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mist and mossy growth. They change the environment with their presence.</font></td>
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</tr>
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</table>
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||
</div>
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<p> </p>
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||
<div align="center">
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<table width="85%" border="0" cellspacing="1" cellpadding="1">
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<tr>
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<td colspan="2"><b><font size="2">Easy to learn</font></b></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Track how many games a player has played.
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Display some in-game indication on each player showing their experience
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level. New players will be indicated as new to teammates. This encourages
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social order and listening to orders. Display with colored stars and adjective
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(three gold stars, Veteran). When a newbie sees an experienced player,
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they will be in awe and will listen and learn. This automatic mentoring
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||
helps new players get up to speed and helps the community sustain itself.</font></td>
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||
</tr>
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||
<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Pie-menu starts simple and opens itself up
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||
over time. At any time, the player can revert to simple mode or advanced
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||
mode. Simple mode also displays all key bindings for basic keys.</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
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<td width="93%"><font size="2">Chain of command for humans means that new
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players get put into "commanded" position and can receive orders
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from more experienced players. The aliens are even easier to start playing;
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their sneaky DM play style is familiar, only their abilities will be strange
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at first.</font></td>
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</tr>
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<tr>
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<td width="7%"> </td>
|
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<td width="93%"><font size="2">When in spectator mode, clip camera to world
|
||
and use intelligent default view.</font></td>
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||
</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>
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||
</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’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> – 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>– 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’t
|
||
move, turn, change weapons or gesture. Overwatch increases the amount of damage
|
||
inflicted on it’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’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>– 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>– 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> – 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>– 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>– 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’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’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’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’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’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> – 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> – 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> – 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> – 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> – 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> – 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>
|