Alternative Ways To Play Ns
radforChrist
USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">Wacky alternatives to playing to win...</div> <b>EDIT: Updated rulesets</b>
We were playing around with some fun things we could do for a reg night, and I thought, I'm sure there are other people in NS that have come up with some alternative (and wacky) ways to play NS. If so, share them, if not, try some of the ones provided. I'll add two.
<span style='font-size:14pt;line-height:100%'><b>First Gamemode: Hide n' Seek</b></span>
The players will split into 2 teams. Marines will hide each time, with 6 minutes to find their places. Aliens will remain in starting hive until 5 minute mark, then hunt aliens. Round ends when one team dies.
<i>General Rules: </i>
<b>o</b> Gravity will be reduced to 80 during hiding time, reset to 800 (default) at game start.
<b>o</b> No attacking of any kind during hiding time.
<b>o</b> After the end of the round, teams will switch so both teams have an opportunity to hide.
<b>o</b> There will be one round per team per map.
<i>Alien Rules: </i>
<b>o</b> At round start, aliens tell the marines which hive they started in.
<b>o</b> Aliens cannot leave hive room or parasite until the given time (5 minute is default).
<b>o</b> Aliens can ONLY use MC or DC upgrades, no Sensory allowed.
<b>o</b> Only lifeforms allowed are lerks, gorge, or skulk.
<b>o</b> If an alien is killed, he must join spectate and not reveal the location of his attacker.
<b>o</b> Parasite is <u>NOT</u> allowed, so communicate their location before you try to kill them.
<b>o</b> Do not kill the OBS, it is allowed.
<b>o</b> Aliens win if they find and kill all marines.
<i>Marine Rules: </i>
<b>o</b> Marines can only use knives and mines, except commander (see below).
<b>o</b> No ammo or med packs after game start allowed. Humping the armory is OK.
<b>o</b> Marines will have a commander help them in the field during hiding time to drop armory or mines.
<b>o</b> The CC must be empty once game begins.
<b>o</b> No other buildings allowed at all other than IP, Observatory, and armory.
<b>o</b> At game start, commander does not have to hide, but instead be able to hunt aliens with all starting weapons. He may choose to hide if he wants to, however hiding forfeits weapon use.
<b>o</b> IP must be recycled before game start.
<b>o</b> No IP's or marine upgrades of any kind are allowed once game begins, except MT.
<b>o</b> Marines are not allowed to fire on aliens, only knives and mines. If they kill one, that's one less for the team.
<b>o</b> Llama camping is not allowed. That means no hiding in the far corner of a small, long vent, with the ability to shoot anything that rushes you (vent leading from cargo on nothing for example). The point of hiding is to not be seen. Attacking an alien should be a last resort.
<b>o</b> Marines win if not found by ten minutes, or all aliens are killed.
<span style='font-size:14pt;line-height:100%'><b>Second Gamemode: Role Reversal (aka Secondary Weapon Battle)</b></span>
Loosely based on an idea from Holy_Devil. Divide into teams, and play a game of NS. However, players can only attack other players with secondary weapons. Aliens become ranged and marines melee.
<i>Alien Rules: </i>
<b>o</b> Only skulk, gorge, and onos allowed.
<b>o</b> Players can only attack with slot2 weapon (parasite, heal spray, devour)
<b>o</b> Skulks can bite structures and gorges can bilebomb. Onos cannot gore or stomp, but charge is allowed.
<b>o</b> Offense Chambers are not allowed.
<i>Marine Rules:</i>
<b>o</b> Marines can only use knives, grenades, and mines.
<b>o</b> No sentry turrets can be used, but sieges are allowed
<b>o</b> Electrification is allowed after 5 minutes outside of base (base electrification is immediately allowed).
<b>o</b> No prototype upgrades allowed.
____________________________________________________________________
Add your own, comment, but please keep the lameness replies out of this. This is just a fun little sidetrack to normal NS play.
We were playing around with some fun things we could do for a reg night, and I thought, I'm sure there are other people in NS that have come up with some alternative (and wacky) ways to play NS. If so, share them, if not, try some of the ones provided. I'll add two.
<span style='font-size:14pt;line-height:100%'><b>First Gamemode: Hide n' Seek</b></span>
The players will split into 2 teams. Marines will hide each time, with 6 minutes to find their places. Aliens will remain in starting hive until 5 minute mark, then hunt aliens. Round ends when one team dies.
<i>General Rules: </i>
<b>o</b> Gravity will be reduced to 80 during hiding time, reset to 800 (default) at game start.
<b>o</b> No attacking of any kind during hiding time.
<b>o</b> After the end of the round, teams will switch so both teams have an opportunity to hide.
<b>o</b> There will be one round per team per map.
<i>Alien Rules: </i>
<b>o</b> At round start, aliens tell the marines which hive they started in.
<b>o</b> Aliens cannot leave hive room or parasite until the given time (5 minute is default).
<b>o</b> Aliens can ONLY use MC or DC upgrades, no Sensory allowed.
<b>o</b> Only lifeforms allowed are lerks, gorge, or skulk.
<b>o</b> If an alien is killed, he must join spectate and not reveal the location of his attacker.
<b>o</b> Parasite is <u>NOT</u> allowed, so communicate their location before you try to kill them.
<b>o</b> Do not kill the OBS, it is allowed.
<b>o</b> Aliens win if they find and kill all marines.
<i>Marine Rules: </i>
<b>o</b> Marines can only use knives and mines, except commander (see below).
<b>o</b> No ammo or med packs after game start allowed. Humping the armory is OK.
<b>o</b> Marines will have a commander help them in the field during hiding time to drop armory or mines.
<b>o</b> The CC must be empty once game begins.
<b>o</b> No other buildings allowed at all other than IP, Observatory, and armory.
<b>o</b> At game start, commander does not have to hide, but instead be able to hunt aliens with all starting weapons. He may choose to hide if he wants to, however hiding forfeits weapon use.
<b>o</b> IP must be recycled before game start.
<b>o</b> No IP's or marine upgrades of any kind are allowed once game begins, except MT.
<b>o</b> Marines are not allowed to fire on aliens, only knives and mines. If they kill one, that's one less for the team.
<b>o</b> Llama camping is not allowed. That means no hiding in the far corner of a small, long vent, with the ability to shoot anything that rushes you (vent leading from cargo on nothing for example). The point of hiding is to not be seen. Attacking an alien should be a last resort.
<b>o</b> Marines win if not found by ten minutes, or all aliens are killed.
<span style='font-size:14pt;line-height:100%'><b>Second Gamemode: Role Reversal (aka Secondary Weapon Battle)</b></span>
Loosely based on an idea from Holy_Devil. Divide into teams, and play a game of NS. However, players can only attack other players with secondary weapons. Aliens become ranged and marines melee.
<i>Alien Rules: </i>
<b>o</b> Only skulk, gorge, and onos allowed.
<b>o</b> Players can only attack with slot2 weapon (parasite, heal spray, devour)
<b>o</b> Skulks can bite structures and gorges can bilebomb. Onos cannot gore or stomp, but charge is allowed.
<b>o</b> Offense Chambers are not allowed.
<i>Marine Rules:</i>
<b>o</b> Marines can only use knives, grenades, and mines.
<b>o</b> No sentry turrets can be used, but sieges are allowed
<b>o</b> Electrification is allowed after 5 minutes outside of base (base electrification is immediately allowed).
<b>o</b> No prototype upgrades allowed.
____________________________________________________________________
Add your own, comment, but please keep the lameness replies out of this. This is just a fun little sidetrack to normal NS play.
Comments
The Aliens won, seeing as about 5 skulks stuck together and hunted down solitary Marines, able to parasite them before the Marines even got close enough to knife <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Pointless but a laugh.
Ooooooh now that be fightin' talk!
thats all you need.
lightgamma 4 or 5 if you feel like really getting owned because you can't see anything.
no screenshots. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Assuming you can get everyone to set the same lightgamma, you could concievably play a whole night with really subdued lighting in all the maps.
lightgamma 4 or 5 if you feel like really getting owned because you can't see anything.
no screenshots. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Assuming you can get everyone to set the same lightgamma, you could concievably play a whole night with really subdued lighting in all the maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually I played in a server with a plugin that created a huge amount of black haze The gamma was ok, because you could see your gun fine, but if you looked more than a couple feet in front of you, you couldn't see anything.
too bored?
This requires friendly fire to be on, 2 skulks get into the pit in the middle of the map on Faceoff while marines stand at the top and place bets. To make it interesting marines can add mines to the pit as obstacles.
Good fun late at night, the skulks will need to decide what upgrades are allowed.
Is it possible to place the new ammo box entities in maps? If so, just make it so that upon spawning, the player receives these ammo boxes, but with a negative quantity of ammo.
<span style='font-size:7pt;line-height:100%'>Note: I don't actually know what I'm talking about; I'm just theorising. This should work, though.</span>
Is it possible to place the new ammo box entities in maps? If so, just make it so that upon spawning, the player receives these ammo boxes, but with a negative quantity of ammo.
<span style='font-size:7pt;line-height:100%'>Note: I don't actually know what I'm talking about; I'm just theorising. This should work, though.</span> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yeah, but then they still have ammo in the gun....
i was thinking of doing it in addition to a plugin. i know that you could do the exec client plugin and run "impulse 3" many times and have people spawn all around a big hole so they cant recover their weapons. the rest is easy