ns/releases/3.01/source/doc/Humans vs. Aliens.htm
Karl 04c334c94b Tagging 3.01 release (again)
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2005-03-12 22:19:53 +00:00

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<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">&nbsp;</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> 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 dont 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, &quot;hero&quot;-based
action </font></td>
</tr>
<tr>
<td><font size=2>Influences include Starcraft &trade;, Aliens &trade;, Advanced
Space Crusade &trade; and Gloom &trade;</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">&nbsp;</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>&nbsp;</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 &quot;job&quot;
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>&nbsp;</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>&nbsp;</p>
</td>
</tr>
</table>
<p align="left">&nbsp;</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%">&nbsp;</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%">&nbsp;</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 (dont 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%">&nbsp;</td>
<td width="94%"><font size=2>Fatigue, wounds slow movement and cause pain
until treated, cant 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%">&nbsp;</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%">&nbsp;</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%">&nbsp;</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%">&nbsp;</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%">&nbsp;</td>
<td width="94%"><font size="2">None.</font></td>
</tr>
</table>
<B><FONT FACE="Arial"> </font></B></div>
<B><FONT FACE="Arial">
<P>&nbsp;</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%">&nbsp;</td>
<td width="93%"><font size="2">Gun sounds and screams are heard through
trebly radio when teammate isnt close by</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</td>
<td width="93%"><font size="2">Extensive particle effects (smoke, fog, fire,
cold breath)</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</td>
<td width="93%"><font size="2">Extensive taunts, breathing and hissing for
aliens</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</td>
<td width="93%"><font size="2">Slight jingling of bullets when marines walk,
background breathing </font></td>
</tr>
<tr>
<td width="7%">&nbsp;</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%">&nbsp;</td>
<td width="93%"><font size="2">Simulate background ambient noises programmatically
</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</td>
<td width="93%"><font size="2">Extensive hand gestures for marines</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</td>
<td width="93%"><font size="2">When overwatch kicks in, there is an audio
cue</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</td>
<td width="93%"><font size="2">&quot;Jungle&quot; feel for aliens with &quot;bogs&quot;,
mist and mossy growth. They change the environment with their presence.</font></td>
</tr>
</table>
</div>
<p>&nbsp;</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%">&nbsp;</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%">&nbsp;</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%">&nbsp;</td>
<td width="93%"><font size="2">Chain of command for humans means that new
players get put into &quot;commanded&quot; 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%">&nbsp;</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>&nbsp;</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%">&nbsp;</td>
<td width="93%"><font size="2">Concentrated fire is huge (human)</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</td>
<td width="93%"><font size="2">Suppressing fire (human)</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</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%">&nbsp;</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%">&nbsp;</td>
<td width="93%"><font size="2">Flanking is very effective (for aliens)</font></td>
</tr>
<tr>
<td width="7%">&nbsp;</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%">&nbsp;</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>&nbsp;</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 &quot;insight&quot; 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%">&nbsp;</td>
<td width="96%"><font size=2>Resource injections to everyone (probably equal
for all players but may respond to players actions)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>All soldiers get base amount of points to start</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Equipment buying during game, distribution
to soldiers from commander</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Marine movement (walking, running and crouching)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Comm radios</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Upgrade menu</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Overwatch</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Fatigue</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Machine gun (all soldiers have this)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Flame thrower (purchased)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Ammo clips (guns) and fire canisters (flame
and napalm)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Turrets (purchased)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Door welding (purchased)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Stimpack (purchased)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Smoke grenades (purchased)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size="2">Allow jumping and hopping off walls to promote
skillful use</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size="2">Don't concentrate on melee, it's boring </font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size="2">Teleportation or hive structure to move quickly
to another place</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Some aliens can move on walls and ceilings
(too confusing?)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size="2">Communal upgrades that any player can buy,
everyone receives benefit:</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Automatic opening and closing doors (aperature
and regular doors) </font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Particle system for all effects</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Sound system features if needed</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Trebly/scratchy for sounds heard through
communicator </font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Muffled/droning through other alien via
UHM</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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>&nbsp;</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%">&nbsp;</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%">&nbsp;</td>
<td width="95%"><font size=2>Asteroid mining ship</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size=2>Infested colony ship</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size=2>Communications outpost</font></td>
</tr>
</table>
</td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="94%"><font size=2>Marine walking, crouching, running</font></td>
</tr>
<tr>
<td width="6%">&nbsp;</td>
<td width="94%"><font size="2">Commander skin (battle-worn comfortable-looking
armor, fleet insignia)</font></td>
</tr>
<tr>
<td width="6%">&nbsp;</td>
<td width="94%"><font size="2">Squad leader skin (Scuffed armor, experienced,
a </font></td>
</tr>
<tr>
<td width="6%">&nbsp;</td>
<td width="94%"><font size="2">Grunt skin (brand-new, bright, clean,
plastic-looking)</font></td>
</tr>
<tr>
<td width="6%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Each marine weapon</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>A few marine pain sounds</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Marine walking (almost silent)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Marine running (jangly)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Heartbeat</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Overwatch activated sound</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Two different marine dying sounds</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Upgrade or purchase complete notification (short
and unobtrusive)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size="2">Commander voice (authoritative, confident
and cool as a cucumber)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size="2">Squad leader voice (moderately authoritative
and seasoned)</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>Dying sound for each alien</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Layered whispers for alien UHM</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</td>
<td width="96%"><font size=2>Looping queen-is-nearby sound</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</td>
<td width="96%"><font size=2>A few explosions for grenades</font></td>
</tr>
<tr>
<td width="4%">&nbsp;</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%">&nbsp;</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>&nbsp;</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%">&nbsp;</td>
<td width="95%"><font size="2">Solider cam for commander</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size=2>Grenade launcher (purchased)</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size="2">Flashlights and/or nightvision</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</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>&nbsp;</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 &quot;purchased&quot; 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 &quot;leap-frogging&quot; 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 dont
move, turn, change weapons or gesture. Overwatch increases the amount of damage
inflicted on its 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>Queens 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%">&nbsp;</td>
<td width="95%"><font size="2">The commander isn't well-defined or justified</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</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>&nbsp;</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 &quot;place&quot; 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 queens
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 others 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 cant 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%">&nbsp;</td>
<td width="95%"><font size=2>Show upgrade in progress HUD, along with
researched tech</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size="2">Pre-game buying aboard drop ship</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size="2">Drop pods that land on alien ship with
cinematic camera</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size=2>Automatic upgrade option so player doesnt
have to choose</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size="2">Solider cam for commander</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size="2">Multiple simultaneous alien cams for queen
</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</td>
<td width="95%"><font size=2>Grenade launcher (purchased)</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</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%">&nbsp;</td>
<td width="95%"><font size=2>Options can be queued for purchase (triggers
AVC)</font></td>
</tr>
<tr>
<td width="5%">&nbsp;</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 arent 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>&nbsp;</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">&nbsp;</p>
<p align="left">&nbsp;</p>
</div>
</div>
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