Mod Idea
beige
Join Date: 2003-10-04 Member: 21428Members
<div class="IPBDescription">canon?</div> Hi, I wanted to modify Natural Selection, but I want to make sure my backstory here checks out before I post it on the customization forum; I also have to finish the sketches of some of these things. The general idea here is at <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=53866&st=15' target='_blank'>http://www.unknownworlds.com/forums/in...9&t=53866&st=15</a> - I didn't want to bump an old thread <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Well, I was thinking to myself what it might be like if all of the TSA got the Soviet treatment. I wanted to stay within the boundaries of the NS universe, what with state-corporations, gritty weapons, etc. I like the NS universe a lot, but if a Soviet thing actually did happen, it would kind of suck for it to be just models and reskins; how about changing up the gameplay a little?
I finally ended up with the SSC, Soviet Space Commission.
The SSC was founded by the Alyushin Soviet Corporation some time after Alyushin seized power in a group of local systems near the beginning of the Hammer Nebula conflict - Alyushin has always been a major player in the local systems, and it was not a surprising move; they were holding the entire local economy upright, after the Spetsergrad incident effectively nuked any chance of Russian economic or military support. Although at first Alyushin gained significant support from United America, even a fledgling phase gate program, this support soon faded when Alyushin initiated the hostile takeovers of the nearby Dockleed Aerospace systems, a key shipbuilding concern. Upon gaining this political legitimacy, Alyushin Soviet Corporation changed its name to the United Soviet States of Alyushin, or the USSA. The SSC was created to consolidate Alyushin's power over the large body of systems they had acquired.
The USSA has always been an outspoken group within the Trans-System Council; too important economically to just throw aside, but too small to really listen to. In their rise to power, they also managed to make bitter rivals of such corporate states as United America, the New Austrian Republics, and the very powerful Multilateral Alliance, all of whom lost critical strategic and economic systems to Alyushin.
Alyushin has always had a paranoid and insular political attitude, and the founding of the Trans-System Authority did nothing to discourage that, especially the fact that Alyushin lost the lucrative weapons contract that would have supplied the entire Trans-System Authority with weapons - and the Alyushin economy with a king's ransom in credits. Adding insult to injury was the structural design of the new TSA LMG, very similar to the SSC's assault rifle.
<i>(hehe)</i>
The incidents in Sanji, disturbingly close to Alyushin space, were thought to be another "multilateralist trick" and were, effectively, the straw that broke the camel's back. After the widespread reports of these "Kharaa" began to surface, they angrily denounced the TSA, and especially the Multilateral Alliance in a session of the Trans-System Council. In response, the TSA left Alyushin space and decided to let them deal with it; Admiral Studaber was quoted as saying "Our forces have been continually harassed by the SSC, and we're wasting valuable funds trying to defend people that don't want us around. If they want to keep their systems safe, they can do it themselves; the last thing we need right now is a second front."
Five days later, a border outpost in the Novigrad system dropped off the map, quickly and suddenly. The Soviet Space Commission was immediately dispatched to investigate.
Pistol -> Klammor SMG (SMG)
LMG -> Assault Rifle (AR)
HMG -> Autoflakker (Autoflak)
Shotgun -> Bolt Driver Coilgun (Coilgun)
Grenade Launcher -> Micro-Missile Launcher (need a name)
Mines -> Prox Grenades
<b>Klammor SMG</b>
The Klammor is the epitome of the philosophy Alyushin Munitions has been taking for generations - when you need bullets, you need a lot of them and you need 'em fast. In the Commission Weapon Trials, however, the SMG was rejected as the official sidearm for the Commission; it was too inaccurate even for them. Alyushin Munitions ended up sending the extra Klammors to various border outposts. It was often a common practice for SSC members to brandish Klammors at TSA officers, even though they didn't use them; they were a mean-looking weapon, for sure.
<i>Think the plasma rifle from Halo. It's held side-to-side with two barrels on each end, and there are two clips on each side. They fire 5mm flechettes which don't do a lot of damage individually, but concentrated fire can put the most determined skulk down. Probably give it a healthy ammo capacity and compensate with low damage.</i>
<b>SSC Assault Rifle</b>
The SSC Assault Rifle is one of Alyushin Munitions's greatest successes, even winning several contracts and awards for design in the Multilateral Alliance. Reliable, easy to make, and effective in close combat; just don't expect to win any accuracy awards with it.
<i>AK-47, the very best there is. When you absolutely, positively have to kill every **** in the room; accept no substitutes. Well, it's not exactly an AK-47; it looks a lot more futuristic, but still retains the wood inlays and curved clip. As well as the barrel rise. It's not as accurate as the TSA LMG, but like the Klammor, it puts lots of bullets in the air fast. I've been trying to find a sound for it; a modified AN-94 Abakan - but it's been difficult to find.</i>
<b>Bolt Driver Coilgun</b>
The Bolt Driver Coilgun used to be used in a sniping role, until SSC members discovered how effective it was against armored targets, whether it be armored troops or Onos carapace. While it still has its old sniper scope, its most common utility is as a semiautomatic rifle; since it was rechambered for the gigantic 30mm anti-armor bolt, the ballistics aren't effective for super-long ranges.
<i>Commanders, drop these for your deadeyes in your squad. Their clip is small, and so is their rate of fire, but their damage is very, very impressive; their concussive effect means even an Onos will slow down after being hit by one of these.</i>
<b>Autoflakker</b>
The SSC Autoflakker is a staple of anti-air operations worldwide; the nanoblades encased within each shell can rip the wings off a landing craft in no time flat. The shell fires directly forward; earlier models featured seeking shells that could home in on aircraft, but nanite countermeasures soon rendered them ineffective. When a group of SSC clerks held off a wave of Fades with only a few autoflakkers, the Commission immediately began retooling them for anti-xenoform use. The autoflakker now no longer fires large bulky shells with altitude detonation; they fire smaller shells at extremely high rates of fire. Upon contact with a hard surface or carapace, they spread their nanoblades and cause small amounts of splash damage. Cumulatively, this is a very effective area denial weapon.
<i>I don't have anything in mind for the look of this weapon, other than it should look as far away from the UT2003 flak cannon as possible.</i>
<b>Prox Grenades</b>
Proximity grenades are one of Alyushin Munition's most popular developments; some TSA officers have been trying to make them standard issue for years. They consist of two parts; a standard cylindrical grenade and a lower charging and arming unit. They're very safe and easy to throw; the grenade latches on to the unit, then it can be armed or set to different parameters, then thrown. If there are no Kharaa nearby, they will sit and wait until one passes by.
<i>These were inspired mostly from the stick grenades the Germans used in WWII, the stielhandgranates, potato mashers, etc. Except the handle now has a trigger and settings, and the payload on the top is screwed on.</i>
<b>Micro-Missile Launcher</b>
The (no name yet) fires small, manually guided missiles. As usual, they fire a lot of them fast, like most Alyushin weapons. They come with a clip of six missiles, which can all be emptied out or fired one at a time. They move slowly forward while activating their sensitive guidance systems, then zip on to the target. The SSC found the micro-missile launcher very useful for clearing ventilation ducts.
<i>The micro-missile launcher is a lot like the RPG from Half-Life, except that the laser is always on. That, and they take longer to get moving; that should nip a couple balance issues in the bud right off the bat.</i>
<b>Welder</b>
Same, with a different model and skin probably - I can't think of anything to do with this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I'd like to do something with the buildings, research, armor, etc. also, but not sure what.
Note that I need Russian/Cyrillic translations for most-everything here; also, I'm open to suggestions for names besides Alyushin, Novigrad, etc.
I've been thinking that maybe Alyushin would have different names for aliens...? Hmm.
Post your ideas and suggestions here as well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Well, I was thinking to myself what it might be like if all of the TSA got the Soviet treatment. I wanted to stay within the boundaries of the NS universe, what with state-corporations, gritty weapons, etc. I like the NS universe a lot, but if a Soviet thing actually did happen, it would kind of suck for it to be just models and reskins; how about changing up the gameplay a little?
I finally ended up with the SSC, Soviet Space Commission.
The SSC was founded by the Alyushin Soviet Corporation some time after Alyushin seized power in a group of local systems near the beginning of the Hammer Nebula conflict - Alyushin has always been a major player in the local systems, and it was not a surprising move; they were holding the entire local economy upright, after the Spetsergrad incident effectively nuked any chance of Russian economic or military support. Although at first Alyushin gained significant support from United America, even a fledgling phase gate program, this support soon faded when Alyushin initiated the hostile takeovers of the nearby Dockleed Aerospace systems, a key shipbuilding concern. Upon gaining this political legitimacy, Alyushin Soviet Corporation changed its name to the United Soviet States of Alyushin, or the USSA. The SSC was created to consolidate Alyushin's power over the large body of systems they had acquired.
The USSA has always been an outspoken group within the Trans-System Council; too important economically to just throw aside, but too small to really listen to. In their rise to power, they also managed to make bitter rivals of such corporate states as United America, the New Austrian Republics, and the very powerful Multilateral Alliance, all of whom lost critical strategic and economic systems to Alyushin.
Alyushin has always had a paranoid and insular political attitude, and the founding of the Trans-System Authority did nothing to discourage that, especially the fact that Alyushin lost the lucrative weapons contract that would have supplied the entire Trans-System Authority with weapons - and the Alyushin economy with a king's ransom in credits. Adding insult to injury was the structural design of the new TSA LMG, very similar to the SSC's assault rifle.
<i>(hehe)</i>
The incidents in Sanji, disturbingly close to Alyushin space, were thought to be another "multilateralist trick" and were, effectively, the straw that broke the camel's back. After the widespread reports of these "Kharaa" began to surface, they angrily denounced the TSA, and especially the Multilateral Alliance in a session of the Trans-System Council. In response, the TSA left Alyushin space and decided to let them deal with it; Admiral Studaber was quoted as saying "Our forces have been continually harassed by the SSC, and we're wasting valuable funds trying to defend people that don't want us around. If they want to keep their systems safe, they can do it themselves; the last thing we need right now is a second front."
Five days later, a border outpost in the Novigrad system dropped off the map, quickly and suddenly. The Soviet Space Commission was immediately dispatched to investigate.
Pistol -> Klammor SMG (SMG)
LMG -> Assault Rifle (AR)
HMG -> Autoflakker (Autoflak)
Shotgun -> Bolt Driver Coilgun (Coilgun)
Grenade Launcher -> Micro-Missile Launcher (need a name)
Mines -> Prox Grenades
<b>Klammor SMG</b>
The Klammor is the epitome of the philosophy Alyushin Munitions has been taking for generations - when you need bullets, you need a lot of them and you need 'em fast. In the Commission Weapon Trials, however, the SMG was rejected as the official sidearm for the Commission; it was too inaccurate even for them. Alyushin Munitions ended up sending the extra Klammors to various border outposts. It was often a common practice for SSC members to brandish Klammors at TSA officers, even though they didn't use them; they were a mean-looking weapon, for sure.
<i>Think the plasma rifle from Halo. It's held side-to-side with two barrels on each end, and there are two clips on each side. They fire 5mm flechettes which don't do a lot of damage individually, but concentrated fire can put the most determined skulk down. Probably give it a healthy ammo capacity and compensate with low damage.</i>
<b>SSC Assault Rifle</b>
The SSC Assault Rifle is one of Alyushin Munitions's greatest successes, even winning several contracts and awards for design in the Multilateral Alliance. Reliable, easy to make, and effective in close combat; just don't expect to win any accuracy awards with it.
<i>AK-47, the very best there is. When you absolutely, positively have to kill every **** in the room; accept no substitutes. Well, it's not exactly an AK-47; it looks a lot more futuristic, but still retains the wood inlays and curved clip. As well as the barrel rise. It's not as accurate as the TSA LMG, but like the Klammor, it puts lots of bullets in the air fast. I've been trying to find a sound for it; a modified AN-94 Abakan - but it's been difficult to find.</i>
<b>Bolt Driver Coilgun</b>
The Bolt Driver Coilgun used to be used in a sniping role, until SSC members discovered how effective it was against armored targets, whether it be armored troops or Onos carapace. While it still has its old sniper scope, its most common utility is as a semiautomatic rifle; since it was rechambered for the gigantic 30mm anti-armor bolt, the ballistics aren't effective for super-long ranges.
<i>Commanders, drop these for your deadeyes in your squad. Their clip is small, and so is their rate of fire, but their damage is very, very impressive; their concussive effect means even an Onos will slow down after being hit by one of these.</i>
<b>Autoflakker</b>
The SSC Autoflakker is a staple of anti-air operations worldwide; the nanoblades encased within each shell can rip the wings off a landing craft in no time flat. The shell fires directly forward; earlier models featured seeking shells that could home in on aircraft, but nanite countermeasures soon rendered them ineffective. When a group of SSC clerks held off a wave of Fades with only a few autoflakkers, the Commission immediately began retooling them for anti-xenoform use. The autoflakker now no longer fires large bulky shells with altitude detonation; they fire smaller shells at extremely high rates of fire. Upon contact with a hard surface or carapace, they spread their nanoblades and cause small amounts of splash damage. Cumulatively, this is a very effective area denial weapon.
<i>I don't have anything in mind for the look of this weapon, other than it should look as far away from the UT2003 flak cannon as possible.</i>
<b>Prox Grenades</b>
Proximity grenades are one of Alyushin Munition's most popular developments; some TSA officers have been trying to make them standard issue for years. They consist of two parts; a standard cylindrical grenade and a lower charging and arming unit. They're very safe and easy to throw; the grenade latches on to the unit, then it can be armed or set to different parameters, then thrown. If there are no Kharaa nearby, they will sit and wait until one passes by.
<i>These were inspired mostly from the stick grenades the Germans used in WWII, the stielhandgranates, potato mashers, etc. Except the handle now has a trigger and settings, and the payload on the top is screwed on.</i>
<b>Micro-Missile Launcher</b>
The (no name yet) fires small, manually guided missiles. As usual, they fire a lot of them fast, like most Alyushin weapons. They come with a clip of six missiles, which can all be emptied out or fired one at a time. They move slowly forward while activating their sensitive guidance systems, then zip on to the target. The SSC found the micro-missile launcher very useful for clearing ventilation ducts.
<i>The micro-missile launcher is a lot like the RPG from Half-Life, except that the laser is always on. That, and they take longer to get moving; that should nip a couple balance issues in the bud right off the bat.</i>
<b>Welder</b>
Same, with a different model and skin probably - I can't think of anything to do with this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I'd like to do something with the buildings, research, armor, etc. also, but not sure what.
Note that I need Russian/Cyrillic translations for most-everything here; also, I'm open to suggestions for names besides Alyushin, Novigrad, etc.
I've been thinking that maybe Alyushin would have different names for aliens...? Hmm.
Post your ideas and suggestions here as well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
We just gotta wait til the Devs make NS2 on HL2 cos I don't think NS could take 3 teams, the usual 32 weapons and that BS.
I would have SCC vs TSA, and SCC vs Kharaa maps. Tactics would be intresting in human vs human maps.
Like sieging an enemy CC and stuff. You would have to set up several bases. Kind of like 5 Capture points, each with a little base. Who ever owns the CPs can spawn there. And you have to push the other team back and control all the CPs.
They don't have phase gates... so...
I figure that they'll have infantry portals and perhaps some sort of fast armor to help them get around.
Say, they spawn slow and end up fast; no jetpack, just two kinds of armor. They start with heavy armor and mobile armor.
And the mobile armor comes around later in the game.
Your mod has to offer something no other mod has tried. NS is great for this reason. It hasn't been done before (on half-life engine anyway). Same for counterstrike etc.
I'm not smacking down your suggestion, but just offering a little constructive criticism. I like the idea though, actually
RT: Resource Tower - Collects Res
IP: Infranty Portal - To spawn from.
Armoury: Same as TSA's (Different skin)
MG Nest: Turret - An A.I controlled Flakgun with 360 degree firing arc. (May need a TF for balancing)
Research Station: Arms Lab - To buy upgrades
Protolab - To research higher tech.
Your mod has to offer something no other mod has tried. NS is great for this reason. It hasn't been done before (on half-life engine anyway). Same for counterstrike etc.
I'm not smacking down your suggestion, but just offering a little constructive criticism. I like the idea though, actually<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah.
Unfortunately most new mods that add new gameplay require huge teams of people to do; NS took what, like twenty people?
This seems more manageable and more likely to be finished than certain other modding attempts I've made that rocked the boat a bit more gameplay-wise... such as <a href='http://se.x0r.us/beigegoo/archive2/hostile_takeover_2.html' target='_blank'>this.</a>