Last Stand Mod!

appLEjuiceappLEjuice Join Date: 2012-09-28 Member: 160926Members
<div class="IPBDescription">A Marine's Last Chance!</div>Hii Guys,

I'm sure that you, just as I, have noticed how a lot of Marine players just LOVE barricading themselves inside their home base after losing the complete map and trying to hold the Aliens back as long as possible...

So I came up with the idea that starts the match from this very point!


Key Points (taking the map "Summit" as example);
* Marines Start is at Crossroads.
* Marines all spawn in Crossroads.
* Marines will start with 5 RTs (Crossroads, Reactor Core, Ventilation, Computer Lab & Crevice).
* Marines already have all tech and buildings in base (subject to balancing changes of course).

* Aliens start with a Hyve at ALL 4 other tech points on the map (Atrium, Data Core, Sub-Acces & Flight Control).
* Aliens will start with 4 RTs (same locations as the Hyves are in).
* Aliens will spawn spread out over the map (just like in the Ready Room, each of the 4 tech points will have spawn locations where the game will randomly place the Alien players at the start of the match).


Changes to the vanilla gameplay;
* Apart from the spawn as noted above; NONE


Objective;
* Same as vanilla NS2, or in other words;
* The Marines will want to kill 1 Hyve and keep their RTs as good as possible, unlocking the option to buy Jetpacks and Exo Suits.
* The Aliens will want to take down the Marine RTs to limit their income and siege the Marine base, preventing an expansion or taking it down ASAP.



One of the nicest advantages this "MOD" will offer is that it will teach Marines to be aggressive from the very start and will teach Aliens to defend their assets over the map!




Are there any MODders out there that are interested in helping to make this MOD?
If so; add me on Steam under my forum name; "appLEjuice" or give me your contact info.



Any feedback would be much appreciated!
Please keep in mind though that this is a basic idea at the moment and it will be (and needs to be) play-tested and balanced!
If, for example, Weapon an Armor Upgrades 3 are shown to be too powerful, this will be reduced to 2/2, 3/2, 2/3 or whichever option will be the most balanced!


Gr.
appLEjuice

Comments

  • appLEjuiceappLEjuice Join Date: 2012-09-28 Member: 160926Members
    Kind of funny how most Marines love to hide in their little base, but no single reply to this post so far xD
    Guess noobs don't check the MOD forum xD
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    isnt CO mode pretty much the same as this, just 2 teams trying to destroy 1 base with all upgrades, i know it isnt exactlythe same but close enough.
  • appLEjuiceappLEjuice Join Date: 2012-09-28 Member: 160926Members
    Yes and No, CO has different balance tweaks and modifications. (HP, Damage, etc. Along with extras like fast reload and such).
    This is actually Vanilla NS2, for stats and everything else concerned, except for the starting conditions.
    So where in CO, you can buy a weapon or life-form, die and just replace it instantly, in this "mod" you will still value the weapons and lifeforms, just as in the vanilla NS2, because they are much harder to replace.

    Next to that; the Marines start with most or all the upgrades, the Aliens "only" have 4 Hyves claimed and grown (fully mature or not; will be figured out later).
    So the Aliens have a definite combat disadvantage in the start and will (hopefully) lose 1 Hyve at least, but strike back very fastly and keep high pressure on the Marines thereafter.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Well... I had a quick play with sewlek's new mod framework and ended up implementing something that's pretty close to this as a test run. I'll tidy it up and package it up and put it on the workshop for you all to try out, probably tomorrow morning!

    So far what I've done is to give the marines a good base with all the normal buildings they'd have at the beginning, and the aliens get one each of the crag, shift and shade hives. Each team starts with 200 tres and each player starts with enough to start saving for onos/exo or to go fade/jetpack straight away at the beginning.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Okay, so I've fixed up this mod and published it to the workshop.

    You can get a copy of it here:
    <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=122146184&searchtext=" target="_blank">http://steamcommunity.com/sharedfiles/file...amp;searchtext=</a>

    I'm going to set up a version on the SN server so people in the US can try it out. Any feedback would be appreciated!
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    I've just published a new version of this mod. Here's the changelog:
    • Reduced initial team resources to 50
    • Aliens now begin with no upgrades, they can choose which upgrade to take pretty quickly
    • Aliens now begin with 4 hives
    • Marines now begin with all the resource towers on the map (they won't hold them for long!)
    • Marines now begin with an ARC factory and a Sentry Battery
    • Marines now begin with Armor and Weapons level 2. They must research level 3.
    • Marines can no longer build exosuits and jetpacks at first, they need to push out to capture one of the alien hives at the beginning in order to unlock those tech options.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited February 2013
    I've just published a small update to this (v1.1).

    It improves the layout of the base at Marine Start by adding a bit of room between the buildings. Infantry Portals will usually spawn nearer to the command station, and other buildings further away. Placement is still random however so don't expect perfect results every time!

    EDIT: Looking for a server in the EU to host this, currently there is only one in the US (the SN server).
  • ns2classic777ns2classic777 Join Date: 2013-03-31 Member: 184564Members
    Hi!
    Dual miniguns and Rail guns is not available.
    Only jets and exo.
    It's feature or bug?
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