Currently summarizing this thread into an excel sheet. So far (only a couple pages in), hand grenades and the flamethrower have been the most commonly suggested thing. But I'm getting all the ideas down, and sorting them, organizing them...
Here goes a list of weapons not wanted I can remember off the top of my head- 1-Hand Grenades 2-Flamethrower (Flayra wants it, but only if it has volumetric flames that ar laggless) 3-Sniper Rifle 4-2 man guns 5-Rocket Launcher 6-"Futuristic" weapons (Flayra wants the weapons to be on par to modern weapons) 7-Bombs (This was implemented but was later removed due to it ruining the game) 8-Medpacks 9-Guns that affect status (this is arguable, depending on what it does)
Although it is lame, I feel that my suggestion is the best. The one thing that can really be put into NS that isn't on this list ( and that I can think of) is just a plain ole rifle. It would basically be a pistol, but much better damage and a better clip. Sorry to be so negative people. I will update list if I remember anymore. I will also brainstorm for weapons.
EDIT-Although it is slightly futuristic, I wouldn't mind seeing a tesla coil. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
What about some kind of stun or ice gun, which doesn't do much damage but can stun the aliens for a few secs or even make there movements extremely slow when iced. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Broode+Oct 26 2003, 07:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Broode @ Oct 26 2003, 07:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I was thinking was some kind of electrical weapon - this can still be considered to have the 'gritty' feel of NS if the model and weapon effect indicate a crude, innacurate design. It would have a very short range and a slowish rate of fire, and when triggered would hit the closest target in a 90 degree arc, ie it tracks the target for your so long as it is in front of you. A 'chain lightning' effect could be added to hit 1 or more extra targets. Also, due to the nature of the weapon, it could fire through or past marines close by, allowing extra defence of your squad in cramped conditions. Just like electrifying marines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I like.
Some guns like a sniper or a stun gun would seem kind've impractical. I mean, in NS maps, everything is pretty close quarters, so wut's a sniper gonna do?
I think that hand grenades would be helpful for marines, and not too unbalanced. (As good as the g/l, since g/l's aren't all that effective.) The g/l should explode on impact, no more firing and having skulks run over the nade and killing u. Possibly a flame thrower, but not if it craps up the engine. Also, the idea of a melee weapon might not be too bad. Possibly 70 damage or so.
I think that instead of adding weapons, there should be upgrades for specific weapons, like mentioned earlier. Higher clip capacity, higher damage, tighter spray maybe.
(By the way, I didn't by any means think up these weapons, these are just ideas that seem sensible.)
~VL
P.S. That idea of an electrical gun is a little outlandish, but who knows, it could be kewl. Maybe since it is a prototype it damages rines and aliens alike, and is fairly uncontrolled. Also, can damage units if it hits the floor and wall/ceiling (for skulks) nearby them.
P.P.S. Even these ideas are unlikely at best to be added. The only one that really should be added is the hand grenade. Once researched, marines would spawn with 2-3 of them.
<!--QuoteBegin--SilverAx+Nov 2 2003, 09:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SilverAx @ Nov 2 2003, 09:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe add in more melee weapons than the current knife design that get issued stock-standard when u respawn after it's been researched.
Or add in a Depleted Uranium machine-gun for added Armour shredding.
Or a rifle that shoots explosive tipped bullets that create mni-explosions on impact.
Or a tranquiliser gun to immobolise aliens for 5 seconds so u can cap them with ur pistol or teammates do the work.
Add a bayonet to the end of some random gun to stab those pesky skulks when u run out of ammo. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 1) No more melee weapons. IT's in the FAQ. 2) No depleted uranium rounds (DU is heavy as ****. Making a gun out if it? impractical to the extreem). FAQ. 3) No more types of ammo. Again, FAQ. 4) No non-leathal weapons. FAQ. This idea has been brought up and shot down a zillion times. 5) You have one. It's called a knife.
M60 type of gun with deployable bipod. Flamethrowers Grenades Bazookas 2ndary functions for most weapons like scopes, switchable RoF, etc...
P.S go easy on me i'm a new to these forums <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Vitamin Lead+Nov 2 2003, 08:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vitamin Lead @ Nov 2 2003, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some guns like a sniper or a stun gun would seem kind've impractical. I mean, in NS maps, everything is pretty close quarters, so wut's a sniper gonna do? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Have you played CS? Played NS?
If they get too close, just quickscope them, if too far = self implied, if ambushed just noscope. Seriously, I would pay to awp a blinking fade mid air <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
just for practicality reasons a marine team would never bring a sniper rifle into a close quartered bunker in the middle of space somewhere. It is already kind of ridiculous in many CS maps (dust, dust2), the locations are just too close quartered for any military force to want a siper rifle (in real life at least). In NS the longest passage way would be the tram tunnle in bast (I think it's bast at least) and most of the rest of the map is TIGHT situations. I'm more than aware of the almighty rule "gameplay > realism" but there honestly is no massive need for a sniper rifle in NS either way. It's just something people would like to see.
I would like to see an upgraded pistol of anykind, or a semi automatic rifle (even the shotty is full auto in NS) these updates would change the playing feel of the game without massivey effecting balance, in effect, add depth rather than width to the game.
Ya but most guns people use even tho they fire at or faster then LMGs/HMGs they can still hit targets up to 200M away, a HMG can't hit jack at more then 40M it makes NO SENCE, the reason a "sniper" gun whould be needed is't because of the wide open spaces but because ALL OF THE OTHER GUNS HAVE A HUGE UNREAL SPRAY!
And you talked about the longest hall being tram, your dead wrong just take a few more steps in to ref hive and thats 10X as long and as wide, you wont hit anything on the otherside with anything other then pistol. And many of the custom maps have wide open spaces.
Sniper rigles are pointless. If you need to shoot something down a long hall, just use the pistol. You don't need to have a scope, even on the big areas of a map, you can still see that skulk or lerk. The general idea behind NS is that if you stay still for too long, you are dead. Ever play CS with the AWM, have good position but some random "jerk" comes around, jumps out of teh way then back in while the next bullet is being loaded into the chamber and having him empty an entire clip of bullets in you? You'll just have that in NS as that aliens with be comming up from under you since you are pretty much blind, and kill you before you realise you are under attack. NS is trying to be it's own thing, not trying to copy the billions of mods out there with sniper weapons.
The purpose of this thread is, to me at least, becoming pointless. The only FEASIBLE weapons for NS have already been mentioned. Each weapon has it's purpose, and they serve it perfectly.
You already have an effective melee weapon that does 30 damage a swipe, the third most powerful attack per "round." Anything else would be pointless as you would have the same troubles of hitting that skulk river dancing around your feet with another melee weapon. If it comes to the point that you have to pull out the knife, you're dead anyways. A more powerful melee weapon would mean that marines would chop down RTs faster.
Flamethrower would have many uses as a deterent, or used to provide cover while a group moves in, but reasons it's not in have already been mentioned.
The idea of hand grenades is pretty good as that it's becoming more of an occurance to see several aliens go lerk and just gas up marine start. When this happens, the marines pretty much lose as that they can't get out of base without either dieing or being so hurt that a few parasites will bring them down. And this is possible within a few minutes of the game as taht you start with 25 res and can get 32 rather quickly. This would alleviate the trouble of lerks sporing the marines from a vent all day and force those that do it to reconsider.
I have weapons so terrible in mind, that I dare not post them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ... Anywise, my idea is to make a weapon that triggers redemption on the Alienscum .. even if they don't have the upgrade. Just so you can annoy the $#&@ out of those little buggers.
My other idea is a gravity generator that draws Aliens towards it and then zaps them. I call this little device the L.A.M.E., Lightly Annoying Magical Electrifrier
I'm glad there will NEVER be a sniper rifle in NS. For all of those suggesting an AWP you have a pistol which sadly takes a bit more skill to use than an AWP. If you want to snipe people then go play DoD/CS. There's a higher chance that they'll be Turbo Donkeys that marines can ride before Flayra will put in a Sniper Rifle so stop asking for one!
Damage: Explosive 30-35 damage per shot(randomised) 25% more damage against structures (very small splash damage area) ROF: 2-3 bullets a second (once again randomised) Weight: Slightly Heavier than a lmg Clip: 20-30 (depends on balance) with 3 reloads. Other Traits: About as accurate as a pistol, but has a slight cone of fire 2-3 degreese Description: An assault rifle of sorts, fires slower than pistol and lmg but is more accurate and pumps more damage at longer ranges and it also does 25% more damage against structures and may push small targets (lerk and sulk only) back a short range (around 1-10 hammer units?)
It would be good as a support/mid or long range weapon (marines have pistol but it dosent deal enough damage or have a large enough clip to be effective against fades/onos) This would make it viable since maps are constantly getting bigger with better compile tools, it would also be useful for shooting in large open spaces, Refinery, Quite a few places in lost and holo in hera and vent in nothing. Pretty much anywhere with long corridors and places with vents.
Things I think would at least balance the gameplay a little more:
Nets: Although posted in the "Unlikely" section of the FAQ, it could be implemented as an upgrade. I.E. Once you research the "net" ability in the prototype lab, it could be the secondary fire of whatever gun you have (I know, I know, there is no secondary fire that can be added. I'm talking more on the lines of how a lerk can bite and shoot spikes. You switch the weapon and it allows you to shoot nets. Limit: 3-5 nets. Usage: on primary weapons only) The net wouldn't stop the creature: it would slow it down, just as webs do for marines. Perhaps it could slow a creature more/less depending on its size, I don't have anything exact as of yet.
The flamethrower is a fun idea, but with the damage most of the people want it to do, I believe it should do the same amount of damage to buildings as well as aliens. I would also like to see it shoot outward fairly fast (its velocity traveling from the intial firing point to the point of impact): otherwise you couldn't shoot a skulk in time to actually burn the damned thing, it would just run circles around you, chuckling (not that I wouldn't find that amusing).
Hand grenades: Already covered.
The pistol: Personally, I wan't the clip size to be expanded to 12-13-14-15, and the max bullet capacity on the marine to be around fourty or fifty. But that's just me.
LMG: A little more accurate. Just a little.
Any comments, questions, rants, blurbs, or incorherent, uncomprehendable posts, just reply <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Not so much a carry-able gun, but I've always thought that the CC (and no, not ALL buildings) should either be auto-electrified when built, or have a normal turret or two up top (not requiring a TF) for auto-defense. It would help some, and free up that marine from having to do base duty. Which I DON'T mind doing; sooner or later that's where the action is, usually... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
its true that a sniperriffle has little use.
Yet if you have it pump out enough damage I am willing to risk it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Why are energy weapons not feasible? Marines can transport humans from billions of miles away INSTANTLY, but they can't figure out how to shoot a beam of light? Correct me if I'm wrong, but isn't one of the branches of the US mililtary developing a "rail gun", which shoots metal at extremely high temperatures and speed? And goes through walls? Don't we already have lasers that are used to shape titanium and whatnot? Sure we can't put these weapons into soldiers hands right now, but give them a few more years.
...And how far is NS in the future?
So why can't we have energy weapons? Energy weapons could add quite a bit to the game, maybe as a really expensive upgrade in place of weapons 3, which replaces bullets with energy, and clips with batteries?
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--ThE HeRo+Nov 4 2003, 05:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Nov 4 2003, 05:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...And how far is NS in the future?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin--Revenge+Sep 11 2003, 09:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Sep 11 2003, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well we know that the <a href='http://www.natural-selection.org/footnote3.html' target='_blank'>Spetsergrad Incident</a> occured in 2005, and that Sergeant Haverhill, who was involved in the incident is currently an officer with the TSA who at a guess is nearing the age of 50-60.
Considering that he joined the Silver Berets at around the same time "you and I were choosing which university to go party at for four years", it wouldn't be too far off the mark to say that he was 18 or 19 when he signed up (we'll say 20 just to keep the math nice and simple). We also know that he has been with the TSA for 10 years at the time of writing the <a href='http://www.natural-selection.org/world_marine1.html' target='_blank'>Techtrope article</a> (a year ago, so it'd be 11 years now). This leaves us from the ages of 20 until 40-50 for the Spetsergrad incident to have occured (which was in 2005).
At the earliest, it would have occured when he was 20 (ignoring for a moment that he still would've been in boot camp at this point), and so 30-40 years later the year would be inbetween 2035 and 2045. At the latest It would have occured while he was 40-50 (ignoring for a moment that he'd probably be to highly ranked and/or old for frontline combat), so 10 years later would be somewhere inbetween 2015 and 2025.
So now know that the Techtrope article was written inbetween 2015 and 2045, and over a year has passed since then.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Comments
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Seriously. Detpack would rawk.
1-Hand Grenades
2-Flamethrower (Flayra wants it, but only if it has volumetric flames that ar laggless)
3-Sniper Rifle
4-2 man guns
5-Rocket Launcher
6-"Futuristic" weapons (Flayra wants the weapons to be on par to modern weapons)
7-Bombs (This was implemented but was later removed due to it ruining the game)
8-Medpacks
9-Guns that affect status (this is arguable, depending on what it does)
Although it is lame, I feel that my suggestion is the best. The one thing that can really be put into NS that isn't on this list ( and that I can think of) is just a plain ole rifle. It would basically be a pistol, but much better damage and a better clip. Sorry to be so negative people. I will update list if I remember anymore. I will also brainstorm for weapons.
EDIT-Although it is slightly futuristic, I wouldn't mind seeing a tesla coil. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I like.
I think that hand grenades would be helpful for marines, and not too unbalanced. (As good as the g/l, since g/l's aren't all that effective.) The g/l should explode on impact, no more firing and having skulks run over the nade and killing u. Possibly a flame thrower, but not if it craps up the engine. Also, the idea of a melee weapon might not be too bad. Possibly 70 damage or so.
I think that instead of adding weapons, there should be upgrades for specific weapons, like mentioned earlier. Higher clip capacity, higher damage, tighter spray maybe.
(By the way, I didn't by any means think up these weapons, these are just ideas that seem sensible.)
~VL
P.S. That idea of an electrical gun is a little outlandish, but who knows, it could be kewl. Maybe since it is a prototype it damages rines and aliens alike, and is fairly uncontrolled. Also, can damage units if it hits the floor and wall/ceiling (for skulks) nearby them.
P.P.S. Even these ideas are unlikely at best to be added. The only one that really should be added is the hand grenade. Once researched, marines would spawn with 2-3 of them.
Or add in a Depleted Uranium machine-gun for added Armour shredding.
Or a rifle that shoots explosive tipped bullets that create mni-explosions on impact.
Or a tranquiliser gun to immobolise aliens for 5 seconds so u can cap them with ur pistol or teammates do the work.
Add a bayonet to the end of some random gun to stab those pesky skulks when u run out of ammo.
Or add in a Depleted Uranium machine-gun for added Armour shredding.
Or a rifle that shoots explosive tipped bullets that create mni-explosions on impact.
Or a tranquiliser gun to immobolise aliens for 5 seconds so u can cap them with ur pistol or teammates do the work.
Add a bayonet to the end of some random gun to stab those pesky skulks when u run out of ammo. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1) No more melee weapons. IT's in the FAQ.
2) No depleted uranium rounds (DU is heavy as ****. Making a gun out if it? impractical to the extreem). FAQ.
3) No more types of ammo. Again, FAQ.
4) No non-leathal weapons. FAQ. This idea has been brought up and shot down a zillion times.
5) You have one. It's called a knife.
ALL OF TEH GUNS FROM ALIENS!!!!
M60 type of gun with deployable bipod.
Flamethrowers
Grenades
Bazookas
2ndary functions for most weapons like scopes, switchable RoF, etc...
P.S go easy on me i'm a new to these forums <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Have you played CS? Played NS?
If they get too close, just quickscope them, if too far = self implied, if ambushed just noscope.
Seriously, I would pay to awp a blinking fade mid air <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I would like to see an upgraded pistol of anykind, or a semi automatic rifle (even the shotty is full auto in NS)
these updates would change the playing feel of the game without massivey effecting balance, in effect, add depth rather than width to the game.
Just go play cs and watch the good awpers... then you will get what I mean...
The purpose of this thread is, to me at least, becoming pointless. The only FEASIBLE weapons for NS have already been mentioned. Each weapon has it's purpose, and they serve it perfectly.
You already have an effective melee weapon that does 30 damage a swipe, the third most powerful attack per "round." Anything else would be pointless as you would have the same troubles of hitting that skulk river dancing around your feet with another melee weapon. If it comes to the point that you have to pull out the knife, you're dead anyways. A more powerful melee weapon would mean that marines would chop down RTs faster.
Flamethrower would have many uses as a deterent, or used to provide cover while a group moves in, but reasons it's not in have already been mentioned.
The idea of hand grenades is pretty good as that it's becoming more of an occurance to see several aliens go lerk and just gas up marine start. When this happens, the marines pretty much lose as that they can't get out of base without either dieing or being so hurt that a few parasites will bring them down. And this is possible within a few minutes of the game as taht you start with 25 res and can get 32 rather quickly. This would alleviate the trouble of lerks sporing the marines from a vent all day and force those that do it to reconsider.
The idea of 4 x HA's bashing the hell out of an Onos with empty grenade launchers appeals in a strange way ...
My other idea is a gravity generator that draws Aliens towards it and then zaps them. I call this little device the L.A.M.E., Lightly Annoying Magical Electrifrier
Damage: Explosive 30-35 damage per shot(randomised) 25% more damage against structures (very small splash damage area)
ROF: 2-3 bullets a second (once again randomised)
Weight: Slightly Heavier than a lmg
Clip: 20-30 (depends on balance) with 3 reloads.
Other Traits: About as accurate as a pistol, but has a slight cone of fire 2-3 degreese
Description: An assault rifle of sorts, fires slower than pistol and lmg but is more accurate and pumps more damage at longer ranges and it also does 25% more damage against structures and may push small targets (lerk and sulk only) back a short range (around 1-10 hammer units?)
It would be good as a support/mid or long range weapon (marines have pistol but it dosent deal enough damage or have a large enough clip to be effective against fades/onos) This would make it viable since maps are constantly getting bigger with better compile tools, it would also be useful for shooting in large open spaces, Refinery, Quite a few places in lost and holo in hera and vent in nothing. Pretty much anywhere with long corridors and places with vents.
the LAME is a good one
"You gonna eat that stapler?"
"Sir, you cant eat a stapler!"
"Wanna split it?"
I want turbodonkeys!
Nets: Although posted in the "Unlikely" section of the FAQ, it could be implemented as an upgrade. I.E. Once you research the "net" ability in the prototype lab, it could be the secondary fire of whatever gun you have (I know, I know, there is no secondary fire that can be added. I'm talking more on the lines of how a lerk can bite and shoot spikes. You switch the weapon and it allows you to shoot nets. Limit: 3-5 nets. Usage: on primary weapons only) The net wouldn't stop the creature: it would slow it down, just as webs do for marines. Perhaps it could slow a creature more/less depending on its size, I don't have anything exact as of yet.
The flamethrower is a fun idea, but with the damage most of the people want it to do, I believe it should do the same amount of damage to buildings as well as aliens. I would also like to see it shoot outward fairly fast (its velocity traveling from the intial firing point to the point of impact): otherwise you couldn't shoot a skulk in time to actually burn the damned thing, it would just run circles around you, chuckling (not that I wouldn't find that amusing).
Hand grenades: Already covered.
The pistol: Personally, I wan't the clip size to be expanded to 12-13-14-15, and the max bullet capacity on the marine to be around fourty or fifty. But that's just me.
LMG: A little more accurate. Just a little.
Any comments, questions, rants, blurbs, or incorherent, uncomprehendable posts, just reply <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yet if you have it pump out enough damage I am willing to risk it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
...And how far is NS in the future?
So why can't we have energy weapons? Energy weapons could add quite a bit to the game, maybe as a really expensive upgrade in place of weapons 3, which replaces bullets with energy, and clips with batteries?
<!--QuoteBegin--Revenge+Sep 11 2003, 09:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Sep 11 2003, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well we know that the <a href='http://www.natural-selection.org/footnote3.html' target='_blank'>Spetsergrad Incident</a> occured in 2005, and that Sergeant Haverhill, who was involved in the incident is currently an officer with the TSA who at a guess is nearing the age of 50-60.
Considering that he joined the Silver Berets at around the same time "you and I were choosing which university to go party at for four years", it wouldn't be too far off the mark to say that he was 18 or 19 when he signed up (we'll say 20 just to keep the math nice and simple). We also know that he has been with the TSA for 10 years at the time of writing the <a href='http://www.natural-selection.org/world_marine1.html' target='_blank'>Techtrope article</a> (a year ago, so it'd be 11 years now). This leaves us from the ages of 20 until 40-50 for the Spetsergrad incident to have occured (which was in 2005).
At the earliest, it would have occured when he was 20 (ignoring for a moment that he still would've been in boot camp at this point), and so 30-40 years later the year would be inbetween 2035 and 2045. At the latest It would have occured while he was 40-50 (ignoring for a moment that he'd probably be to highly ranked and/or old for frontline combat), so 10 years later would be somewhere inbetween 2015 and 2025.
So now know that the Techtrope article was written inbetween 2015 and 2045, and over a year has passed since then.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->