Will the devs please help explain this :/
UkiTakuMuki
Join Date: 2002-08-13 Member: 1141Members
<div class="IPBDescription">About functions already implemented...</div>1] dropping items to marines.
-how does this work in realistic terms?phase gate technology? is it fair? if so, why?
2]phase gates and how they work.
3]a list of alien attacks :> please. (yes, i said please :3)
4]what does heavy armour do anyway? was the shining storm-trooper-esque white glow placehodler for it? some speculate its power armour... but.. ?
5]siege cannons. how do they work? ok i spent time researching he forums and i know that they are 'sonic based' weapons? they fire through walls? with splash damage?
...isnt that... unfair? a marine builds a cannon and whoomph. halfway across the level a hive explodes. and the aliens don;t even know what hit em?!
maybe i took it all wrongly... pls try to explain :> thanks!
6]with siege cannons, weapons of mass destruction and powered heavy armour and teleportation... how ... will the aliens stand up?
thanks for reading, knowledgeable replies much appreciated.
-how does this work in realistic terms?phase gate technology? is it fair? if so, why?
2]phase gates and how they work.
3]a list of alien attacks :> please. (yes, i said please :3)
4]what does heavy armour do anyway? was the shining storm-trooper-esque white glow placehodler for it? some speculate its power armour... but.. ?
5]siege cannons. how do they work? ok i spent time researching he forums and i know that they are 'sonic based' weapons? they fire through walls? with splash damage?
...isnt that... unfair? a marine builds a cannon and whoomph. halfway across the level a hive explodes. and the aliens don;t even know what hit em?!
maybe i took it all wrongly... pls try to explain :> thanks!
6]with siege cannons, weapons of mass destruction and powered heavy armour and teleportation... how ... will the aliens stand up?
thanks for reading, knowledgeable replies much appreciated.
Comments
1: Storywise items dropped for the marines is created by the ships nano systems. (Don't ask me to explain how nanos work, it's very complex theory with some sci-fi thrown in) The reason a marine team can't overwhelm aliens in a fire fight by dropping medkits on them is because it costs RPs to drop stuff and a marine is likly to miss it in the heat of combat.
2: Not explained story wise, in terms of game play i think it works like a Zerg Nydus Canal from SC.
3: I could tell you most of them but I don't have the time right now.
4: Heavy armor is the realy advanced armor that marines get near end-game to help combat level 5s, it is dropped by the commander, not automaticly given to all marines. Power armor is still in and is given automaticly to all marines.
5: They're anti building weapons, you build them in a hive room and it'll mop up all the aliens structures for you along with any near by aliens, they apparently have a fair bit of splash damage.
6: Full upgraded level 5.
Remember all is technicly still STC, and I am neither a PT nor a Dev.
--Scythe--
the_only_scythe@subdimension.com
Fade can also teleport himself and in a more flexible way than the marines can (far as I can tell).
Onos can survive most things for awhile and I think (educated guess) that lvl5s are more common than heavy armour (dont quote me).
Besides, if the marines have all of those, the chances are they were dominating the map anyway and so will probably win. A marine team that advanced usually means that the aliens dont have 3 hives and are seriously losing (though in the stories there are tales of coming back from impossible odds). Of course, if the aliens are advanced enough to have loads of fully evolved and upgraded Onos' then the marines are probably losing anyway, the Onos' would simply be there to mop up and rub it in.
I think turrets are more for defensive purposes anyway (although marines building them next to hives seems to be rather common). If turrets were like the final doomsday style weapons in C&C then it would encourage turtling. Just hiding in your base, saving RPs until you have enough to build a turret or two then wait for game over.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
Sgt.X : Remember all is technicly still STC, and I am neither a PT nor a Dev.
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Snap
I thought it acted like a shield, absorbing 1/8 bullets (or 7/8, I forget <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )
At least, the last I heard.
--Scythe--
the_only_scythe@subdimension.com
1) only target buildings (though splash splats aliens)
2) it is SLOW AS HECK
3) range probably aint that good
4) once a skulk gets next 2 it, *CHOMP* *CHOMP* (I think It takes like a max of 5 or something)
I seem to remember umbra basicaly negating turret fire (not shutting them off just blocking it) though I aint sure and a PT/Dev team should be the final say on this one
oh, and with all of the marines having these shinny toys, what do the aliens get?
hive sight, speed up the ###, flexibility, regeneration, los teleports, flying, WALL CLIMBIGN, stealth
just go read the stories from the front line and you will see aliens moping up humans and visa versa
Gorge: Build (always on), bite, web, acid spit
Lerk: Flight (always on), bite, sporecloud (known as stinkcloud), bile bomb, redemption
Fade: Slash, Acid Rocket, Umbra, Blink
Onos: Bite(Gore?), Charge, Paralyzing Attack, Primal Scream
I am not a PT so don't hit me if I'm wrong!
-how does this work in realistic terms?phase gate technology? is it fair? if so, why?
2]phase gates and how they work.
3]a list of alien attacks :> please. (yes, i said please :3)
4]what does heavy armour do anyway? was the shining storm-trooper-esque white glow placehodler for it? some speculate its power armour... but.. ?
5]siege cannons. how do they work? ok i spent time researching he forums and i know that they are 'sonic based' weapons? they fire through walls? with splash damage?
...isnt that... unfair? a marine builds a cannon and whoomph. halfway across the level a hive explodes. and the aliens don;t even know what hit em?!
maybe i took it all wrongly... pls try to explain :> thanks!
6]with siege cannons, weapons of mass destruction and powered heavy armour and teleportation... how ... will the aliens stand up?
thanks for reading, knowledgeable replies much appreciated.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
1.) (Please note shameless PR) I tried to explain this in the second chapter of my story Rogue Platoon read it <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=6;t=5496" target="_blank">HERE</a> Its fair cause the guns need ammo, marines need health and have no way of making it themselves (plus theres a cost)
2.) Phase gates (I think) are the marines spawn points (either that of they allow teleportation around the level)
3.) Basic close combat attacks, claws/bites etc, and some projectiles (I can't tell you for certain though)
4.) The glow is an upgrade called power armour, dunno what it does but all marines will have it once its researched whereas you must GIVE heavy armour to people
5.) Seige cannons can only target buildings not aliens but there is a bad case of splash damage!
6.) This is like the marine Lv5 problem the short answer is don't let them get it!
(please remember all is subject to change!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Twilight
Ok heres something i can help with! its 500 units and units r a standard measurment for mapping coding everything. To give u an idea a player is 64 units tall but only 32 while crouching, also you when ur standing in a huge room and all the way @ the other end u cant see the other wall, instead u see the void of swirlly colors (or just blackness if ur using Direct X or software) right where the map cuts off into that void is 10,000 units or is that 1,000 *Jeb scratches his head and runs off to find a reference some where* uh im pretty damn sure its 10,000 but maybe some 1 can correct me on that, so u get the idea its realy NOT all that long of a range 500 that is... n e wayz... iv got 2 go back 2 reading... 500 pages in 3 days wish me luck!
Think of them as a manual method of teleportation rather than the entangling of matter involved in quantum teleportation. The nano-tech at the transmitting station takes apart the subject molecule by molecule, maybe down to sub-atomic particle, learning its composition and organization. This data is then sent to the receiving gate which then reconstructs the individual in the same state it was when at the other gate.
Disassembly will need to be done nearly instantly so as to prevent variation in the matter causing it to mismatch on the other end. That is why they, according to story, have been working on it for many decades. They had trouble doing it quickly enough. The matter gained in disassembly is stored for use when the gate receives a signal. As for the first time, it uses all the matter around it to effect, gathered ahead of time to prevent a delay. Though a delay at this point isn't a problem as the data as to the correct form is already gathered.
Ok heres something i can help with! its 500 units and units r a standard measurment for mapping coding everything. To give u an idea a player is 64 units tall but only 32 while crouching, also you when ur standing in a huge room and all the way @ the other end u cant see the other wall, instead u see the void of swirlly colors (or just blackness if ur using Direct X or software) right where the map cuts off into that void is 10,000 units or is that 1,000 *Jeb scratches his head and runs off to find a reference some where* uh im pretty damn sure its 10,000 but maybe some 1 can correct me on that, so u get the idea its realy NOT all that long of a range 500 that is... n e wayz... iv got 2 go back 2 reading... 500 pages in 3 days wish me luck!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
The maximum distance you can see before it is cut off by the void is up to the mapper. Default is 4096 I think.
EDIT: Good luck! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->