ns/releases/performance-3.0.5/source/doc/Manual numbers.txt
2005-07-14 17:38:07 +00:00

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