Marines...teleportation...remote controled...what?
RobB
TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">A fluffy discussion</div><ul><li><i>REPORT - EYES ONLY - DESTROY AFTER READING
In the year <CLASSIFIED>, researchers where able to modify a generic, biological human brain by using nanotechnology to replace every single neuron with a powerfull nanocomputer. this lead to a drastic improvement of reaction and processing abilities and opened a unique way of training (simulating the environtment is a hell of a lot cheaper than building/breeding mindless dummies).
While its a huge overall gain, the ability to reproduce will be removed for security reasons (see last report on invitro modification in venus lab Г53ε2/4 before "Code Ω").
Also, it's required that the subject is isolated for the duration of the process which comes down to well over a decade, which rules out the possibility to make all humans immortal: only the strongest minds can endure this psychological torture.</i>
</li><li>The way I see it, Marines are not realy spawning.
They are sitting somewhere relative safe (TSA flagship), wired to a machine that allows them to control their "puppets" like a psychotrip.
Obviously, they are specialy trained to ignore the shock caused we know from matrix I (when Neo died in there), long story short I'd say that the marines in game are biomechanical "string puppets".
</li><li>Building uppon the prior claim, this ones are shorter:
<ul><li>Heavy armors are the obvious improvements made to endure more punishment, increased physical power, more armor, sacrificing mobility, yaddayadda.</li><li>Jetpacks are the opposite, increasing mobility at the cost of survivability (is that even a word?).</li><li>Commandchairs are a modular interface to hack into the facility's nanogrid systems to obviously obtain new equipment</li><li>suggestion: infantry portals should have an upgrade (adv.ip) which enables marines to outfit themselfs with HA/JP at a cost.
its of course at the discretion of the commander to disable each upgrade</li></ul></li></ul>
In the year <CLASSIFIED>, researchers where able to modify a generic, biological human brain by using nanotechnology to replace every single neuron with a powerfull nanocomputer. this lead to a drastic improvement of reaction and processing abilities and opened a unique way of training (simulating the environtment is a hell of a lot cheaper than building/breeding mindless dummies).
While its a huge overall gain, the ability to reproduce will be removed for security reasons (see last report on invitro modification in venus lab Г53ε2/4 before "Code Ω").
Also, it's required that the subject is isolated for the duration of the process which comes down to well over a decade, which rules out the possibility to make all humans immortal: only the strongest minds can endure this psychological torture.</i>
</li><li>The way I see it, Marines are not realy spawning.
They are sitting somewhere relative safe (TSA flagship), wired to a machine that allows them to control their "puppets" like a psychotrip.
Obviously, they are specialy trained to ignore the shock caused we know from matrix I (when Neo died in there), long story short I'd say that the marines in game are biomechanical "string puppets".
</li><li>Building uppon the prior claim, this ones are shorter:
<ul><li>Heavy armors are the obvious improvements made to endure more punishment, increased physical power, more armor, sacrificing mobility, yaddayadda.</li><li>Jetpacks are the opposite, increasing mobility at the cost of survivability (is that even a word?).</li><li>Commandchairs are a modular interface to hack into the facility's nanogrid systems to obviously obtain new equipment</li><li>suggestion: infantry portals should have an upgrade (adv.ip) which enables marines to outfit themselfs with HA/JP at a cost.
its of course at the discretion of the commander to disable each upgrade</li></ul></li></ul>
Comments
So the aliens have a story how they "come to be", the OP is trying to have a little back-story for how marines "come to be" with some added suggestions for the IP.
However doing so means the aliens would need to be able to spawn as a lerk / fade / gorge or similar at the cost of resources and as determined by a alien commander.
Personally... No to this idea, I'd rather have the player upgrade / change their gear when spawning... having a whole team spawn in with HA / JP / HMG / GL right in the middle of a fire-fight when the aliens are munching on your base... is just going to be too un-balanced imo.
Think about it, how would you like it if you were demolishing the enemys and then DING out pops 3 onos who position themselves in front of the doorway, crouched stopping all damage coming through.
The 3 nooby marines who don't understand all game mechanics start unloading all their ammo "click click" 10 seconds later the 2 fades lerk and 2 gorges that also spawned as that with abilities all ready to go zip on out past the aliens and clean up the marines.
^^
Hypothetical situation but in serious combat between clans... that's a bad idea imo.
Fluff-wise, it's generally recognized that the Marines that spawn are actual people. I would see this background working with a corporation though.
Gameplay wise, this probably wouldn't work as stated by Daworm.
So the aliens have a story how they "come to be", the OP is trying to have a little back-story for how marines "come to be" with some added suggestions for the IP.
However doing so means the aliens would need to be able to spawn as a lerk / fade / gorge or similar at the cost of resources and as determined by a alien commander.
Personally... No to this idea, I'd rather have the player upgrade / change their gear when spawning... having a whole team spawn in with HA / JP / HMG / GL right in the middle of a fire-fight when the aliens are munching on your base... is just going to be too un-balanced imo.
Think about it, how would you like it if you were demolishing the enemys and then DING out pops 3 onos who position themselves in front of the doorway, crouched stopping all damage coming through.
The 3 nooby marines who don't understand all game mechanics start unloading all their ammo "click click" 10 seconds later the 2 fades lerk and 2 gorges that also spawned as that with abilities all ready to go zip on out past the aliens and clean up the marines.
^^
Hypothetical situation but in serious combat between clans... that's a bad idea imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well while it makes sense for the aliens... it really doesn't apply to the marines.. i mean if they can spawn in armor with lmgs and pistols and flashlights and ammunition and hand grenades, then whats so technologically impossible about spawning with a hmg + heavy armor or jet pants... I mean we really don't know what is considered a losing move in NS2... is it killing marine start or killing something else... Perhaps they dropped a line from CO mode and made it timer based that if the marines don't take some objective by a certain time, that they loose the round.
Be it pre-defined or randomised that is to be discussed in that matter.
At least I'm sure I put it in general discussion.
anyway, modified the idea of advanced ips.
I think the official story is that these are indeed lots of marines who die in the pursuit of clearing out the kharaa infestation.