Swarm

Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
edited November 2012 in Modding
<div class="IPBDescription">A Mod Idea</div>I plan on making a mod called 'Swarm'. The aim of the mod is to introduce a more strategic and RTS level to the game. Giving it more depth and making research choices having more impact and effect to create more strategic choices. Overall tech advancement will be slowed but there will be more technology available for both sides. The idea being to encourage teams to specialize in a particular area rather then being able to research everything fast like its possible now. Tech in general will be costlier and take longer to research. Onos and Exos to be made rarer.

Marine Tech Tree (not complete): <a href="http://iforce.co.nz/i/vjxspnvu.hrl.jpg" target="_blank">Image</a>

Basic game play differences:
Marines:
- Begin with pistol
- Have a small amount of armor protecting their chest
- They take extra damage from strikes to their back from behind.
- Observatories have several upgrades improving how they track Aliens. Level 1 only emits a noise when Alien is nearby.
- Can research respawn rate improvements.
- Can build a research centre which has upgrades to improve research speed.
- New forms of Exos
- A new dual manned unit (if possible) which would consist of driver and gunner.
- New weapon: Machine Gun. High rate of fire, large clip, slows movement when equipped and long reload.
- New weapon: Sniper Rifle. High damage, very slow rate of fire. Has a thermal imaging upgrade allowing user to see heat signatures in darkness.
- New weapon: Capture Mine: When set off targets within an AOE area cannot move for x duration.
- Each weapon class has several varieties which have differing stats. Some will deal more damage but have a smaller magazine, others will fire faster. Each will be balanced.

Aliens:
- Begin life as a roach. Smaller and faster then a skulk Deals less damage and has less hit points.
- Aliens re-spawn faster.
- Aliens can evole into all the other regular forms (Skulk, Onos, Fade, Lerk, Gorge)
- Possibly some new Alien forms.
- More Alien tech.
- More commander interactivity
- Alien web (dropped by commander) when walked on renders a Marine unable to move till he cuts himself free. Takes damage while trapped.
- Improved whips and alternative defensive options
- New variant super skulk. A stronger skulk with stronger bite but slower.
- New ability: Disease. Bites infect the target doing damage overtime until healed at an armoury.


In terms of map design:
- Differing resource points. Some points have a high yield while others have a low or medium yield generator more or less resources.
- Restructuring of the power node system. A primary power node supplies power to one or more rooms. Sub nodes provide extra power to that room. If the primary goes down all power is lost and the room goes pitch black. Building's require a certain amount of power depending on their type. (Prototype labs for instance would use more power then an infantry portal)
- Maps will be larger and more stealth options for buildings will encourage secret base building.

In terms of tech and research for both sides:
- Progressive upgrades but at a higher and more expensive cost. Ie Marines can upgrade a sentry several levels to rocket and mini gun sentries but at a fairly high cost.
- Marines can research larger magazines and accuracy upgrades for their weapons
- More building vulnerability - upgrades can be lost if buildings are destroyed.
- Building enhancements most buildings will have a number of upgrades.
- More defensive options/buildings
- A player can gain veterancy for each kill they get giving them a small bonos. At max level they get a unique bonus. This is lost upon death.

Comments

  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited November 2012
    It sounds like it would be no fun to play very weak aliens, just running into the meat grinder.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    <!--quoteo(post=2011212:date=Nov 6 2012, 02:42 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Nov 6 2012, 02:42 AM) <a href="index.php?act=findpost&pid=2011212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It sounds like it would be no fun to play very weak aliens, just running into the meat grinder.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Alien respawn rate would ensure they are back in the action in no time. Also being smaller and faster they would be harder to hit and the levels being dark harder to see. They could evolve into other species as well.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    Added some new features and ideas for this mod. Feel free to give us your thoughts.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=2011775:date=Nov 5 2012, 07:06 PM:name=Bullet_Force)--><div class='quotetop'>QUOTE (Bullet_Force @ Nov 5 2012, 07:06 PM) <a href="index.php?act=findpost&pid=2011775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alien respawn rate would ensure they are back in the action in no time. Also being smaller and faster they would be harder to hit and the levels being dark harder to see. They could evolve into other species as well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    hmm, why dont make instead of a weaker unit something stronger, cost like 10 res, and keep skulk the base unit.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    edited November 2012
    <!--quoteo(post=2015003:date=Nov 8 2012, 03:19 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Nov 8 2012, 03:19 PM) <a href="index.php?act=findpost&pid=2015003"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm, why dont make instead of a weaker unit something stronger, cost like 10 res, and keep skulk the base unit.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We are planning something again to a "super skulk" which will be a beefier skulk around 30-40 res in cost. Will be a bit slower then a regular one but more hp and a nastier bite.
  • ChaosXBeingChaosXBeing Join Date: 2012-10-12 Member: 162114Members
    Sounds pretty cool to me. As a big RTS fan, I'm in for anything that can add more strategic depth.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    <!--quoteo(post=2016450:date=Nov 9 2012, 03:12 PM:name=ChaosXBeing)--><div class='quotetop'>QUOTE (ChaosXBeing @ Nov 9 2012, 03:12 PM) <a href="index.php?act=findpost&pid=2016450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds pretty cool to me. As a big RTS fan, I'm in for anything that can add more strategic depth.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yep thats the aim of the mod. Hopefully it will create a lot more strategic paths for players and commanders.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    <!--quoteo(post=2011126:date=Nov 6 2012, 01:41 AM:name=Bullet_Force)--><div class='quotetop'>QUOTE (Bullet_Force @ Nov 6 2012, 01:41 AM) <a href="index.php?act=findpost&pid=2011126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I plan on making a mod called 'Swarm'. The aim of the mod is to introduce a more strategic and RTS level to the game. Giving it more depth and making research choices having more impact and effect to create more strategic choices. Overall tech advancement will be slowed but there will be more technology available for both sides. The idea being to encourage teams to specialize in a particular area rather then being able to research everything fast like its possible now. Tech in general will be costlier and take longer to research. Onos and Exos to be made rarer.

    Basic game play differences:
    Friendly Fire On

    Marines:
    - Begin with pistol
    - Have a small amount of armor protecting their chest
    - They take extra damage from strikes to their back from behind.
    - Observatories have several upgrades improving how they track Aliens. Level 1 only emits a noise when Alien is nearby.
    - Can research respawn rate improvements.
    - Can build a research centre which has upgrades to improve research speed.
    - New forms of Exos
    - A new dual manned unit (if possible) which would consist of driver and gunner.
    - New weapon: Machine Gun. High rate of fire, large clip, slows movement when equipped and long reload.
    - New weapon: Sniper Rifle. High damage, very slow rate of fire. Has a thermal imaging upgrade allowing user to see heat signatures in darkness.
    - New weapon: Capture Mine: When set off targets within an AOE area cannot move for x duration.
    - Each weapon class has several varieties which have differing stats. Some will deal more damage but have a smaller magazine, others will fire faster. Each will be balanced.
    - ARCs removed

    Aliens:
    - Begin life as a roach. Smaller and faster then a skulk Deals less damage and has less hit points.
    - Aliens re-spawn faster.
    - Aliens can evole into all the other regular forms (Skulk, Onos, Fade, Lerk, Gorge)
    - Possibly some new Alien forms.
    - More Alien tech.
    - More commander interactivity
    - Alien web (dropped by commander) when walked on renders a Marine unable to move till he cuts himself free. Takes damage while trapped.
    - Improved whips and alternative defensive options
    - New variant super skulk. A stronger skulk with stronger bite but slower.
    - New ability: Disease. Bites infect the target doing damage overtime until healed at an armoury.


    In terms of map design:
    - Differing resource points. Some points have a high yield while others have a low or medium yield generator more or less resources.
    - Restructuring of the power node system. A primary power node supplies power to one or more rooms. Sub nodes provide extra power to that room. If the primary goes down all power is lost and the room goes pitch black. Building's require a certain amount of power depending on their type. (Prototype labs for instance would use more power then an infantry portal)
    - Maps will be larger and more stealth options for buildings will encourage secret base building.

    In terms of tech and research for both sides:
    - Progressive upgrades but at a higher and more expensive cost. Ie Marines can upgrade a sentry several levels to rocket and mini gun sentries but at a fairly high cost.
    - Marines can research larger magazines and accuracy upgrades for their weapons
    - More building vulnerability - upgrades can be lost if buildings are destroyed.
    - Building enhancements most buildings will have a number of upgrades.
    - More defensive options/buildings
    - A player can gain veterancy for each kill they get giving them a small bonos. At max level they get a unique bonus. This is lost upon death.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    edited November 2012
    Added Marine Tech Tree (Only partially Complete)

    <a href="http://www.iforce.co.nz/View.aspx?i=vjxspnvu.hrl.jpg" target="_blank"><img src="http://iforce.co.nz/i/vjxspnvu.hrl.jpg" border="0" class="linked-image" /></a>
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    Updated Marine Tech Tree.
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