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OMG my super duper 1337 post about Aliens: Colonial Marines
ALIENS: COLONIAL MARINES
Full Out Idea “Post”
+Weapons+
-=Pulse Rifles=-
M41A1 “Standard” - 99 Explosive Tipped Armor Piercing Rounds/Magazine, Grenade Launcher: Four Grenades. Available on Primary, Secondary/Personal Slots.
Semi - Full Automatic - Four Round Burst.
M41A2 “Marksman” - 89 Explosive Tipped Armor Piercing Rounds/Magazine, Higher Accuracy, "Slugged" Grenade Launcher: Two Grenades. Available on Primary, Secondary/Personal Slots.
Semi - Automatic - Four Round Burst.
M41B2 “Demolitions” - 79 Explosive Tipped Armor Piercing Rounds/Magazine, "Power" Grenade Launcher: Six Grenades. Available on Primary, Secondary/Personal Slots.
Semi - Automatic - Four Round Burst.
M41C4 "Pyro" - 69 Incendiary Explosive Tipped Armor Piercing Rounds/Magazine, Ungerslug Shot Gun: Six Rounds. Available on Primary, Secondary/Personal Slots.
Semi - Automatic - Four Round Burst.
M41G3 "Light" - 49 Explosive Tipped Armor Piercing Rounds/Magazine, High Rate of Fire, High Mobility, No Grenade Launcher. Available on Primary, Secondary/Personal Slots.
Semi - Automatic - Four Round Burst.
M41AE2 “Heavy” - 159 Explosive Tipped Armor Piercing Rounds/Magazine, Higher Rate of Fire, No Grenade Launcher. Available on Primary, Secondary/Personal Slots.
Semi - Automatic - Four Round Burst.
M42A1 "Sharp Shot" - 39 Explosive Tipped Armor Piercing Rounds/Magazine, Highest Accuracy, No Grenade Launcher. Available on Primary, Secondary/Personal Slots.
Semi - Three Round Burst - Four Round Burst.
M42A2 "Experimental" - 19 Highly Explosive Tipped Armor Piercing Rounds/Magazine, Pin-Point Accuracy, No Grenade Launcher, No Upgrades. Available on Primary, Secondary/Personal Slots.
Semi - Two Round Burst.
-=Smart Guns=-
M56A2 “Standard” - 500 Explosive Tipped Rounds/Drum, Targeting, Built for Medium to Long Range, Higher Accuracy. Available on Primary Slot (Secondary/Personal Weapon can't be used while Smart Gun is in use.)
Four Round Burst - Eight Round Burst - Automatic.
M56A1 “Prototype” - 450 Explosive Tipped Rounds/Drum, Slower Targeting, Higher Rate of Fire, Higher Manual Accuracy, Can overheat if 30% or more of the Drum is fired off with no cool down time. Available on Primary Slot. (Secondary/Personal Weapon can't be used while Smart Gun is in use.)
Four Round Burst - Eight Round Burst - Automatic.
-=Flame Throwers=-
M240A1 Incinerator Unit - Accurate up to 30 Meters. Available on Primary, Secondary/Personal Slots.
M210A1 Incinerator Unit - Mounted, Better Control, Lower Range. Available on Primary, Secondary/Personal Slots.
-=Pistols=-
Pistols all share the same statistics and only appearance varies for the players to choose. Available on Side Arm Slot.
15 Rounds/Magazine.
MK 88 Mod 4 Combat Pistol.
M4A3 Service Pistol.
M4A4 Tactical Pistol.
M4A5 Compact Pistol.
S&W Model 39.
H&K VP-70.
-=Heavy and Explosive Weapons=-
M90 Mini Gun - Can Carry 900 Highly Explosive Rounds. Requires Primary and Secondary/Personal Slot.
M98E XN Grenade Launcher: 10 Grenades. Available on Primary, Secondary/Personal Slots.
M78 PIG Phased Plasma Infantry Gun. Requires Primary and Secondary/Personal Slot.
M5 RPG Rocket Propelled Grenade. Available on Primary, Secondary/Personal Slots.
M83A2 SADAR Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket. Requires Primary and Secondary/Personal Slot.
M112 HIMAT Hyper-velocity Intelligent Missile Anti-Tank. Requires All Slots.
-=Shot Guns=-
Remington “Blaster” - 12 Shell Capacity. Built for Stopping Power. Available on Primary, Secondary/Personal Slots.
Shell Shots - Slug Shots.
Ithaca “Stakeout” - 12 Shell Capacity. Built for Medium to Long Range. Available on Primary, Secondary/Personal Slots.
Shell Shots - Slug Shots.
Benelli M4 "Doorman" - 10 Shell Capacity. Built for Stunning. Shell Shots Only. Available on Primary, Secondary/Personal Slots.
Stunning - Stopping Power.
M37A2 "Featherlight" - 12 Shell Capacity. Automatic Capabilities. Shell Shots Only. Available on Primary, Secondary/Personal Slots.
Automatic - Semi.
M25A "Security" - 12 Shell Capacity. Automatic Capabilities. Slug Shots Only. Available on Primary, Secondary/Personal Slots.
Automatic - Semi.
M25C "Entry" - 8 Shell Capacity. Automatic Only. Available on Primary, Secondary/Personal Slots.
Shell Shots - Slug Shots.
M68C "Punisher" - 10 Shell Capacity. Impact Exploding Shell Capability. Available on Primary, Secondary/Personal Slots.
Slug Shots - Explosive Shell Shots.
-=Sub-Machine Guns=-
M3A SMG - 30 Armor Piercing Rounds/Magazine. Available on Primary, Secondary/Personal Slots.
-=Personal Weapons=-
(Not necessary, just a reference the Props)
M16A1. Available on Secondary/Personal Slot.
SA80. Available on Secondary/Personal Slot.
Colt Commando. Available on Secondary/Personal Slot.
Thompson SMG. Available on Secondary/Personal Slot.
MG-42 Machine Gun. Available on Secondary/Personal Slot.
+Vision Modes+
[Human Vision Enhancements]
-Infra Red/Thermal Vision: Will enhance your visibility by seeing all thermal energy emitted by moving objects. A few examples, no heat and no movement would be the objects normal color, a running human would be an Orange or Red color, a door opening might give off a signal if it was shot or has a close heat source such as fire or the door's mechanics.
-Night Vision: This will light up your view with a Green and Yellow color. Some electric or metal/reflective objects may give a more noticeable color and even blind you if you are looking at them directly. These items may be weapons or even mirrors.
Humans cannot use both IR and NV at the same time but can carry both at the same time. To switch between them simply hit the Vision button/key again.
[Xenomorph Vision Modes]
Xenomorphs can see in any level of brightness. As they venture into new areas the Xenomorphs can immediately adjust their vision to see in any room whether bright or dark.
-Hunter Vision: Hunter Vision is the default and standard Vision Mode for the Xenomorphs. It uses features from Host, Home and Heat Vision for all their needs. Host, Home and Heat Visions are to be used when you want to play specifically under that Vision Mode.
-Host Vision: This is the vision mode that the Xenomorph inherits from their host.
-Home Vision: This is the vision mode that the Xenomorphs uses to find members of their Hive (Team) and Mini Hives (Safe Zones), but any Xenomorphs that are not on their team will appear in a different color. Enemy and Allied Xenomorph trails will be created for tracking. Hidden Xenomorph objectives can be found in this vision mode.
-Heat Vision: Xenomorphs use this vision mode to find objects giving off heat. This is the best vision mode for finding humans quickly with no distractions. You can easily follow a human's trail in this mode.
+Xenomorph Roles+
Warriors: The most aggressive of the Hive. Warriors work in groups of four or even a few more and when needed they swarm in great numbers. Warriors are fast and masters at agility such as climbing. Warriors either wait in the Hive for the enemy to walk into their trap or will take the fight to their victims where they cower. Warriors will assist in bringing hosts back to Hive if needed. They can spam resin but only if there are very few or no other Xenomorphs to complete the task. An adult Warrior can stand 2.34 Meters (7.70 Feet) tall.
Scouts: The "Recon" of the Hive. Scouts work in small numbers or on their own. Scouts are quiet and stronger than the Warriors though they aren't as fast or as efficient when it comes to agility. But if needed they can still climb. They Will capture hosts and hand them over to the Workers. Scouts can spam resin almost as easily as Workers for whatever reasons. An adult Scout can stand 2.36 Meters (7.75 Feet) tall.
Workers: The builders of the Hive. Workers are similar to the Warriors only faster and agility is used much more as they climb about the Hive and any territory belonging to the Xenomorphs. However they lack the same strength and defense as Warriors and Scouts. Their main goals are to spam resin, move Eggs, ready the hosts and follow alongside the Warriors and Scouts to bring hosts back to the Hive. Though that means nothing as even a Worker is more than a threat if needed to defend the Hive. An adult Worker can stand 2.33 Meters (7.65 Feet) tall.
Praetorians: Large and a step down from the Queen. The Praetorians are dangerous to both enemies and the Hive. If the Queen feels threatened by the existence of a Praetorian it may result in a war between the two depending on which is more likely to keep the Hive intact and maintained. This is unlikely to happen as to the Hive hierarchy but remains a possibility. Praetorians can act similar to the Scout as in working on their own to find threats to the Hive. The Praetorians may also remain in the heart of the Hive protecting the Queen and assisting her. An adult Praetorian can stand 3.88 Meters (12.75 Feet) tall.
Queen: The ruler of the Hive. The Queen remains in the heart of the Hive laying Eggs which contain Face-Huggers which implant Xenomorph embryos or Chest-Bursters into hosts. This is how the Hive continues its life-cycle. The Queen is on a much larger scale than an average Xenomorph and very powerful. Even though the Queen is quite a powerful enemy their purpose is not to fight. An adult Queen can stand 5.63 Meters (18.50 Feet) tall but Queens keep growing to even larger sizes and up to a point they are considered to be an Ancient Queen reaching even 10.82 Meters (35.50 Feet) in height. At this point the Queen is now an Empress and has more than likely sent out Praetorians to start their own Hives which would still remain loyal to her.
+Classes+
There will be ten available custom class slots for either United States Colonial Marines, Weyland-Yutani Mercenaries or Xenomorphs. For those ten slots you can create your own class. Other than those ten slots, you can choose from existing classes for each side.
+United States Colonial Marines and Weyland-Yutani Mercenaries Beginning Classes+
Hacker Recruit - Equipment
M41A1 “Standard” Pulse Rifle
SA80
MK 88 Mod 4 Combat Pistol.
Hacking Device
Slicer Recruit - Equipment
M41A2 “Marksman” Pulse Rifle
M16A1
MK 88 Mod 4 Combat Pistol.
Welding Tool
Support Recruit - Equipment
M56A2 “Standard” Smart Gun
M98E XN Grenade Launcher
MK 88 Mod 4 Combat Pistol.
Ammunition & Medical Kit
Demolitions Recruit - Equipment
M5 RPG
Remington “Blaster” Shot Gun
MK 88 Mod 4 Combat Pistol.
Explosives Kit
Defender Recruit - Equipment
M78 PIG
MK 88 Mod 4 Combat Pistol.
Sentry Turret Kit
Seeker Recruit - Equipment
M41A1 “Standard” Pulse Rifle
M210A1 Incinerator Unit
MK 88 Mod 4 Combat Pistol.
Motion Tracker
+Xenomorph Beginning Classes+
Offense is how strong the Xenomorph is. Speed is how fast the Xenomorph may run whether crouched or normally. Agility is how well it can jump and climb. Defense is how much damage a Xenomorph can take without regenerating. Stealth is how silent the Xenomorph is.
Warrior: Offense=7 Speed=9 Agility=10 Defense=7 Stealth=8
Worker: Offense=6 Speed=10 Agility=9 Defense=6 Stealth=9
Scout: Offense=8 Speed=8 Agility=8 Defense=8 Stealth=10
Praetorian: Offense=9 Speed=7 Agility=4 Defense=9 Stealth=5
Queen: Offense=10 Speed=6 Agility=2 Defense=10 Stealth=1
(Queens are not a beginning class but these are the stats for any player who is given the chance to play as a Queen.)
Empress: Offense=11 Speed=7 Agility=1 Defense=11 Stealth=0
(Empresses are not a beginning class but these are the stats for any player who has killed enough using a Queen may get the chance to play as an Empress)
+Custom Classes+
For your ten creatable custom classes you will be able to choose three weapons; Primary Weapon, Secondary/Personal Weapon and Side Arm. However a Human's class depends on the Equipment or Gadget they chose to train in, this does not mean a U.S.C. Marine trained to use the Motion Tracker, for example, can't use other Equipment or Gadgets found but they will be most efficient with the Motion Tracker. For Xenomorphs you will be able to choose a Xenomorph class and up to four upgrades as you progress through the ranks.
Vision Modes: For the Vision Modes of the U.S.C. Marines, W-Y Mercenaries and Xenomorphs you will be able to chose from a variety of Color Schemes when using the Vision Modes.
-Weapon Modifying-
You can modify all your weapons with up to three modifications each. The first three modifications cannot be used together.
Reflex Sights - Available in Red-Dot and Green-Dot.
Holographic Sights - Available in Red, Green and Blue.
A.C.O.G. Scope - Available in 2x Magnification, 4x Magnification and 8x Magnification.
Laser Sights - Available in Red and Green.
Explosive Tipped Rounds - Available for Pistols, Sub Machine Guns and Personal Weapons.
Armor Piercing Rounds - Available for Pistols and Personal Weapons.
Silencer - Not Available for Smart Guns, Heavy & Explosive Weapons or Flame Throwers.
Extended Mags - Your weapons can now carry 125% Ammo.
Ammo Counter - Add and Modify your Weapon's Ammo Counter. Includes Red, Green, Blue, Yellow and Orange LED Colors.
(Already Available for Weapons with Ammo Counters)
Along with the modifications above you can chose the color of the weapons:
Standard Colors - Includes Colors used in ALIENS and basic colors.
Green Camouflage
Brown Camouflage
Spec Ops Black
Incinerating Red
Incinerating Orange
Incinerating Yellow
Gun Metal Black
Chrome
Forest Green
Midnight Sky Blue
Acid Lime
Royal Golden
-Gadgets & Equipment-
Hacking Device: The hacking device is used to open, close and use certain panels giving access to doors, turrets and perhaps other electronic devices.
Welding Tool: This tool is used to break, burn or cut items that perhaps cannot be used by the Hacking Device. It is mainly used to shut doors so they may not be opened unless opened by brute force.
Remote Explosives: These are a set of explosives that can be set to explode by sensing any object break its small laser barrier or can be laid out for the Player to explode by remote detonation.
Sentry Turret: The players who have access to Sentry Turrets can find and deploy these weapons. They will also start the round with one kit providing one Sentry Turret. Turrets can be found on maps and can be picked up when found or set up. Though not all Sentry Turrets you find will have Ammo and will require an Ammunition Supplier.
Ammunition & Medical Kit: This kit can help heal any player who has been incapacitated or has been injured in a way which will not heal over time. Under certain circumstances the kit can also remove the Xenomorph embryo within a Team Mate. Whoever has access to this kit also carries a bag full of Ammo. But do not use ALL the Ammo in a short period time or you will run out, wait for it to "repack". For all Ammo you find it will double. If the Player carrying the Ammunition & Medical Kit runs out of Ammo for their own weapons they can begin to use Ammo from the bag.
Motion Tracker: Who ever carries the Motion Tracker can find enemies and moving objects by detecting their motion. If available the Player's character will shout out what the Motion Tracker is displaying. Other Players may also view the Motion Trackers by simply looking at the character and the Motion Tracker they are holding.
Humans - Your U.S.C. Marine or W-Y Mercenary Armor will be customizable in Appearance. Along with that you can chose three of the six Upgrades below as you progress in your ranks.
Appearance *There will only be acceptable colors. No bright pink or yellow for example*
Patterns: The Pattern displayed. Can be casual camouflage, stripes, plain and more.
Color: The Colors within the Pattern. Green, Brown and Black are all examples.
Tags: Any design or picture such as an Eagle or a Snake or a Weapon.
Words: Pick words or make words and add them onto pieces where available.
Head - Chose either a cap, a helmet or any other available piece.
Choices: Color, Patterns, Tags.
Armor Pieces - Chose your armor pieces. No piece carries more defense.
Choices: Color, Pattern, Words, Tags.
Uniform - Chose a basic uniform and design.
Choices: Color, Patterns.
Nation - Chose ANY Nation to display on your shoulder and other areas. Your rank will be displayed under the Nation flag.
Upgrades
That Extra Mag: You begin with more Ammo for All Weapons.
Life Savings: You can now carry 50% more Ammo for All Weapons.
Twitch: Switching between Weapons/Equipment and picking up new Weapons/Equipment is faster as well as reloading.
Sun Bright: Your Lighting Gear is more powerful.
Diet Time: Your Armor is lighter allowing you to Sprint for longer distances and Jump more frequently.
Track Star: You can now Move faster and Jump higher.
Xenomorphs - When creating your custom Xenomorph class you will be able to choose from Warrior, Worker, Scout and Praetorian, after the class has been chosen you can pick a host which can be a Human, Space Jockey, Dog, Ox/Cattle or a species known within the ALIEN(S) Universe. Along with that you can customize the visuals to an acceptable color similar to that we have seen in ALIEN, ALIENS, ALIEN 3, ALIEN: RESURRECTION, Alien Vs. Predator and Aliens Vs. Predator Requiem. Along with the choice of colors you will be able to choose a pattern for the head such as a head similar to what we see in ALIEN or ALIENS and more including new designs. If you don’t want to go through the Host, Color and Head steps you can choose a skin from the movies such as the Grid Alien from Alien Vs. Predator for Warriors and Workers and more from the films. And lastly you can choose four of the eight upgrades as you progress through the ranks.
Teething: Any time you use your head bite it will inflict more damage if it did not kill the victim upon hit.
Sting: Your tail attack is more powerful and quicker.
Spray: When you are shot or die your acid blood will spray more and is more powerful.
Incinerate This, B***h!: You can now see much more clearly in fire.
9th Life: Your exoskeleton is now more resistant to weapons, but only noticeable when under fire by one player.
Zoomed: When using vision modes, you can now see farther and in more detail.
Clawing: Claw attacks are now faster and reach farther for when you find it difficult to snatch or tear at those running every where.
Hug Me: When ever grabbing a victim to either take back to the Hive area of the map or kill for simple pleasure you will find it less difficult to keep them in your grip.
+Ranking+
Killing your own Team and yourself will bring you back 1 kill, When you blow up a base/hive, kill a VIP, prep the ship in Evacuation it will be worth 10 kills. Each wave survived when playing Stand Off is worth 10 kills.
Ranks on Left are for U.S.C. Marines and W-Y Mercenaries, the Right is for the Xenomorphs
I. Private/Adolescent = You have joined the battle in ALIENS: COLONIAL MARINES.
II. Gain 25 Points
III. Gain 25 Points
IV. Gain 25 Points
Rank Award: Not being called one of the variations of being a newcomer; nub, newb, noob, nob, nuub, ne3b, etc.
I. Corporal/Adult = Gained 100 Points
II. Gain 50 Points
III. Gain 50 Points
IV. Gain 50 Points
Rank Award: First Upgrade
I. Sergeant/Mature = Gained 300 Points
II. Gain 100 Points
III. Gain 100 Points
IV. Gain 100 Points
Rank Award: Second Upgrade
I. Lieutenant/Veteran = Gained 700 Points
II. Gain 200 Points
III. Gain 200 Points
IV. Gain 200 Points
Rank Award: Third Upgrade
I. Ultimate Bad a**/Royal Xenomorph = Gained 1500 Points
II. Gain 400 Points
III. Gain 400 Points
IV. Gain 400 Points
Rank Award: Fourth Upgrade
Bonuses
Bonuses consists of two sections Species Bonuses and Class Bonuses.
Species Bonuses do not depend on your Class types but on Ranks. As you gain Ranks you gain experience and benefit in universal skills.
Class Bonuses is different, you will gain experience in Class skills such as a U.S.C. Marine with Ammunition and Medical Kit gaining experience in Healing and a Xenomorph Scout will gain experience in Stealth.
Species/Ranked Bonuses
United States Colonial Marines & Weyland-Yutani Mercenaries | Xenomorphs
Private | Adolescent
I. 5% extra Ammo for Side Arm | 5% faster Head Bite attacks.
II. 5% extra Ammo for Personal Weapon | 5% faster Claw attacks
III. 5% extra Ammo for Primary Weapon | 5% faster Tail attacks
IV. 5% extra Ammo for All Weapons | 5% faster attacks
Corporal | Adult
I. 5% faster reloading for Primary Weapon | 5% more strength on Tail attacks
II. 5% faster reloading for Personal Weapon | 5% more strength on Claw attacks
III. 5% faster reloading for Side Arm | 5% more strength on Head Bite attacks
IV. 5% faster reloading for All Weapons | 5% more strength on All attacks
Sergeant | Mature
I. 5% more Leadership | 5% more walking speed
II. 5% more Experience in all Equipment and Gadgets | 5% more running speed
III. 5% more Leadership | 5% more crouching speed
IV. 5% more Experience in all Equipment and Gadgets | 5% more climbing speed
Lieutenant | Veteran
I. 5% more Leadership | 5% more accuracy in Hosting (Grabbing Hosts, Placing Hosts, Spamming Resin)
II. 5% more running speed | 5% higher chance of Stun and Knock Down effects
III. 5% higher jumping | 5% higher chance of Blinding effect with unsuccessful Head Bite
IV. 5% more accuracy with Grenades | 5% faster Regeneration
Ultimate Bad a** | Royal Xenomorph
I. 5% more Leadership | 5% more Defense
II. 5% more running speed | 5% more Agility
III. 5% extra Ammo for All Weapons | 5% more Stealth
IV. 5% more defense against Acid | 5% stronger Acid
*Note: Leadership is how effective your commands for AI Bot Squads in Multi-Player will be and suggests lower ranked players and newer players to assist.*
Class Bonuses
For your Class you will receive +5 Experience for the Class Skills for all 5 Rank Sections and all 20 Ranks.
United States Colonial Marines & Weyland-Yutani Mercenaries
Hacker - Hacking Device 5% Faster Hacks. Rank Section #1: Doors, Rank Section #2: Blast Doors, Rank Section #3: Computers, Rank Section #4: Armed Explosives, Rank Section #5: Vehicles.
Slicer - Welding Tool 5% Faster Slicing, 5% Faster Sealing, 5% Stronger Sealing.
Demolitions - Explosives Kit 5% More Effective Explosives. Rank Section #1: Grenades, Rank Section #2: Claymores, Rank Section #3: Mines, Rank Section #4: Bombs, Rank Section #5: Nuclear Devices.
Defender - Sentry Turret 5% More Ammunition For Turrets. Rank Section #1: 2 Minutes, Rank Section #2: 4 Minutes, Rank Section #3: 6 Minutes, Rank Section #4 8 Minutes, Rank Section #5: 10 Minutes.
Support - Ammunition & Medical Kit 5% More Ammo, 5% Faster Heal, 5% Faster "Repack", 5% More Accurate Revives.
Seeker - Motion Tracker 5% More Accuracy. Rank Section #1: Heart Beats, Rank Section #2: 35 Meter Range, Rank Section #3: 40 Meter Range, Rank Section #4: Attached to Secondary/Personal Weapon, Rank Section #5: Attached to Primary Weapon.
Xenomorphs
Warrior 5% More Offense, 5% More Speed, 5% More Agility
Worker 5% More Speed, 5% More Agility, 5% More Defense
Scout 5% More Offense, 5% More Speed, 5% More Stealth
Praetorian 5% More Offense, 5% More Defense, 5% More Stealth
Players: 1-24 though some Games can be played alone. #/T means the max amount of players that can be on a team for that mode.
Squad AI/Bots in Multi-Player and Traps
United States Colonial Marines, Weyland-Yutani Mercenaries and Xenomorphs can achieve individual goals while playing to receive a certain amount of squad units to use at their disposal. They can be set to hold out a position such as a Trap to ambush enemies or simply left to work on their own once an enemy is spotted. The AI will not include anything unique such as Class Upgrades or Bonuses and will have a randomly generated appearance and class. For certain game modes Squads will be given out at the beginning. If available the Eggs found in Hives may be used to set as a Trap. The Eggs will release a casual Face-Hugger which will attack the nearest enemy. If the Face-Hugger "wins" that player will gain points for the team. The Squad Units can also be used as spawn points in case you or a fellow player dies. You can chose to take control of one of these Squad Units but you will only receive your Bonuses and Class Upgrades but must use the weapons the unit was carrying.
Multi-Player Game Modes
Team Death Match -
-War: U.S.C. Marines vs. W-Y Mercenaries vs. Xenomorphs 8/T.
-Extermination: W-Y Mercenaries vs. Xenomorphs 12/T.
-Survival: U.S.C. Marines vs. Xenomorphs 12/T.
-Blood Bath: U.S.C. Marines vs. W-Y Mercenaries 12/T.
-Hive War: Xenomorphs vs. Xenomorphs 12/T.
Evacuation -
The rules are identical to AvP2, Evacuation is another team based game played for a set number of rounds. Players split up into two groups, Attack and Evac. The Evac Team must evacuate one or more of its members before the round ends. To evacuate, a player must reach the maps Evac Zone and stay there alive, for an amount of time chosen by the server seconds. Attackers must prevent Evac players from evacuating before the round ends. Attackers also win by killing all of the Evac Team. Each round lasts for a fixed period of time, and there is no respawning. If you are killed, you are out until the next round.
-Colony Evac: W-Y Mercenaries Evacuate, Xenomorphs Attack 12/T.
-Mission Failure: U.S.C. Marines Evacucate, Xenomorphs Attack 12/T.
-Betrayed: U.S.C. Marines Evacuate, W-Y Mercenaries Attack 12/T.
-Breaking Out: W-Y Mercenaries Evacuate, U.S.C. Marines Attack 12/T.
-Angry Mother: The evacuating Team's goal is to get to the Drop Ship or Escape Pod/EEV. One player must go to the console, activate it, enter in the code that can also be found on the console or else where on the map, and turn on the ship. This should take about 2 1/2 minutes, depending on the games rules that can be altered, though if the player stops or is interrupted the process and code will reset and they must start over. The other players evacuating must hold off all enemies. The ship will self destruct in 10 minutes, which can also be altered before the game starts. The attacking Team's goal is to kill all of the Evacuating team or kill the right player to get the codes to end the self destruct sequence. All other rules are the same as before. 12/T.
Stand Off -
Based off of the Make A Stand segments in game, the Team(s) must hold off an unending swarm of Xenomorphs for an amount of time or must hold them off until the Xenomorph reinforcements have reached zero similar to a kill limit. When the time is up or the kill limit has been reached the round is over and a new wave begins and players must fight against a larger attack. If a player is incapacitated and not healed they must wait until the next round to respawn.
-Squad: One team hold off against the Xenomorphs 24/T.
-Last Squad Standing: Two Teams must hold off an unending swarm of Xenomorphs. Teams can also kill each other. If one of the Teams is killed off the other Team wins. 12/T.
-Hive Mind: Exactly the same as before only ONE player is chosen to control the Xenomorphs. They control the Xenomorphs by spawning them and sending them to locations. This player controls them using RTS/Strategy like controls though nearly as advanced as those in actual RTS games. The controls are as follows:
Search - The Xenomorphs selected will search the map until enemies have been found. They will attempt to kill the enemies.
Attack - The Xenomorphs selected will directly attack an area.
Ambush - The Xenomorphs selected will stay at a specified area and ambush the enemies when they are close enough.
Demolition -
-Hive Take Down: U.S.C. Marines or W-Y Mercenaries must plant a bomb in the Xenomorph Hive and activate it. Xenomorphs must defend the Hive. 12/T
-Base Take Down: U.S.C. Marines vs. W-Y Mercenaries. One Team has the bomb and must plant it in the enemy base and activate it. Defending Team must keep the base safe. 12/T
-Base Wars: U.S.C. Marines vs. W-Y Mercenaries. The Teams must take their bombs into the enemy base and activate it. Both teams must attack and defend. 12/T
-Evolved: Either three way battle or two way, U.S.C. Marines and W-Y Mercenaries each have a bomb. The Xenomorph Team’s goal is to learn enough information so they can take the Marine or Mercenary bomb into the Marine and Mercenary base to blow it. The Team with the base left wins.
Survival -
Game starts in a tag mode where its free for all or a random player is chosen every round. The first person killed becomes a Xenomorph, everyone else becomes a survivor and game play moves to the survive mode. For each second you stay alive as a survivor, you gain 1 point and when you kill a Xenomorph you gain 5 points. When a Xenomorph kills a survivor the Xenomorph gets 10 points and the survivor respawns as a Xenomorph. But if a Xenomorph kills another Xenomorph, or a survivor kills another survivor, the killer loses 10 points. The round is over when all survivor players are killed and thus respawned as Xenomorphs. The player with the highest score wins. 24 players max.
-N.O.T.L.D.: Instead of using Xenomorphs you use Zombies.
-Classic: Either Colonial Marines or W-Y Mercenaries must survive against the Xenomorphs for an amount of time. If a human dies they become a Xenomorph and have to kill the remaining Survivors.
-Rescue: One player begins as a Xenomorph. At least one player is cocooned in the Hive. The Survivors must find and rescue this player. The Xenomorph must use the map to it’s advantage to kill or capture the rest of the Survivors. After a certain amount of time the cocooned player will be Chest-Bursted and the game will turn to Classic only in order to become a Xenomorph players cannot just be killed but captured. Any Survivor killed will have to sit out the rest of the round. By default the next Xenomorph and cocooned player will depend on scores.
-Infested: One player starts the round as a Xenomorph, all other players start the round as survivors. The goal for the Survivors is to kill the starting Xenomorph. The Xenomorph’s goal is to kill to capture and cocoon the Survivors. If a player dies they sit out the rest of the round, if a player is captured, cocooned, Face-Hugged then Chest-Bursted they will then play as a Xenomorph. After a certain amount of kills and cocooned victims achieved by the Xenomorphs, an AI Queen will spawn and start laying Eggs. At this time the survivors must try to survive or attempt to kill all Xenomorphs left alive including the Queen and all her Eggs. If a Xenomorph player dies yet one of the Face-Huggers lays an embryo in a Survivor both that Survivor and the Xenomorph player that died will spawn as Xenomorphs.
-Birth of a Hive: Same rules only the beginning Xenomorph starts as a Queen if they want they can switch to another Xenomorph.
-Bots and Bugs: One player begins as a Xenomorph every time they die an AI Bot(s) spawns to help, the server options chose how many bots spawn when the Xenomorph dies and the max amount that can be spawned. This only applies to the starting Xenomorph all other players will not spawn bots. All humans that die spawn again as Xenomorphs. This is total onslaught.
Conquest -
-2 Teams: Two Teams play a conquest variant. 12/T
-3 Teams: Three Teams play a conquest variant. 8/T
VIP -
-Royal Acid: One Team must kill the Xenomorph team's Queen. Either 3 Teams or 2 Teams, Team to kill the Queen wins. 8/T 12/T
-King and Queen: The Teams must kill either the U.S.C. Marines' VIP, the W-Y Mercenaries' VIP or the Xenomorph Queen. Last Team with a VIP Alive wins the round. Depending on game settings it may be possible for a new VIP to emerge. 8/T or 12/T
Tactical War -
Almost all modes together. This is all out war. Players can capture bases, blow bases, kill VIPs, and bots are included. Each Team begins with 10 Bots and their players. Each point (VIP kill, Base Blown up, Base Captured, etc) they get an extra Bot, for every 10 enemy *players* killed they get one more bot. Either 3 teams or 2 teams. 8/T or 12/T
Quarantined -
-Awoken: A tactical mode in which one player begins with a Chest-Burster embryo implanted. No player knows who is carrying the Chest-Burster but after a time limit (Can be altered in Options) the Chest-Burster will merge and the same player will take control of that Chest-Burster. Within another time limit (Can be altered in Options) the Chest-Burster will grow into an adult Xenomorph. Only weapon available is a Pistol. There is only one Pistol and whoever acquires it becomes an “important” player. Ammo for the Pistol is scarce so one shot gone bad can ruin everything. Xenomorph player wins when all players are dead. Survivors win once the Xenomorph has been killed.
-Perfect Organism: Same as Awoken only one extra step is added, the Face-Hugger. One player begins as a Face-Hugger and must implant a Survivor with an embryo. Once this has happened the game plays out as Awoken. Ammo is still scarce so either kill the Face-Hugger or wait for the Chest-Burster.
-Lying Liar: Similar to Awoken except one player is an Android. No one knows who the Android is but after a time the Android must attack and kill the Survivors. Ammo is not as scarce but is still needed.
-The Nostromo Effect: A combination of Awoken and Lying Liar though there is more ammo, this mode is meant to play out like the film, ALIEN.
All Quarantined modes can be played with 24 players but 10 is the most suitable number.
Bug Hunt -
Can be played with either bots or other players.
-Extermination: W-Y Mercenaries vs. Xenomorphs. The Mercenaries must hunt out and kill all Xenomorphs. Any player who runs out of lives must spectate the rest of the game. 12/T
-Infestation: U.S.C. Marines vs. Xenomorphs. The Marines must hunt out and kill all Xenomorphs. Any player who runs out of lives must spectate the rest of the game. 12/T
-Hunters: A three way hunt in which United States Colonial Marines, Weylend-Yutani Mercenaries and Xenomorphs must hunt and kill each other. Any player who runs out of lives must spectate the rest of the game. 8/T
Xenotacular -
A set of game modes that are built for Xenomorph players in mind. Should be mainly played with Xenomorphs but if set correctly few players can join the U.S.C. Marine team but when they die or run out of lives they must sit out the rest of the round or continue as a Xenomorph such as Survival IF they were cocooned, Face-Hugged then Chest-Bursted.
-MY HIVE!: Xenomorphs must defend the Hive at all costs. An AI Queen is placed and will lay 1 Egg every minute but the more kills that are won the Queen will lay Eggs at a faster rate. If no kills are made in a long period of time, set in the game options, the Queen will restart at 1 Egg a minute.
Any time a human is killed it will count as 2 points, if a human is cocooned it will count as 4 points. Gaining more area for the Hive by creating resin will count as 1 point. If any Xenomorph is kill the score is set back 1 point. The Xenomorph win when the entire map has been gained by using resin, when all human reinforcements have been depleted, when a set amount of number of humans have been cocooned and gone through the host process or if the Drop Ship/APC (Depending on the map) bringing human reinforcements is destroyed. The Xenomorph team loses if the Queen is killed, if the point count reaches zero or if the humans succeed in activating their nuclear bomb which will be given after a certain amount of points.
-Stand Off Gone Wrong: Xenomorphs must defend against the humans in the manner of the Stand Off modes. The whole map is covered in Hive Resin so Xenomorphs may heal faster. Xenomorphs receive a huge swarm of reinforcements every wave completed. The Xenomorph reinforcements can be used or saved for when needed.
-=+ Cooperative Mode +=-
For Co-Op mode you will have numerous unlocks and cheats that can be found and unlocked when playing the Campaign on your own or in Co-Op. These cheats can later be used to your advantage or to add a challenge to the Campaign as where others are just straight up fun to play with.
Bronze Medals: Bronze will consist of challenges to add to the Campaign.
I like to keep this handy... for close encounters. : Expect more and more close encounters.
We're on an express elevator to hell; going down! : Watch where you step. It might be your last.
Did IQs just drop sharply while I was away? : If you find it hard to not team kill your AI Squad then this is NOT for you.
Busy little creatures, huh? : You did NOT just call them little. You are going to regret it.
How long 'til it blows? : If you enjoy spending time on chapters this will teach you how to rush.
They cut the power. : Hope you like hide and seek... In the dark.
What the hell are we supposed to use man? Harsh language? : Say bye-bye to A LOT of extra ammo.
Then, "you're" not reading it right. : You did not expect on keeping the Motion Tracker did you?
Silver Medals: Silver will consist of advantages to add to the Campaign.
I heard *that.* : No more silent moments. You will always know whats happening around you.
Whatever you're gonna do, do it fast! : Your AI Squad will now work faster.
Plenty, 26 minutes! : You now have some more time on your hand.
It's reading right man, look! : Do not worry nothing is going to happen to your Motion Tracker. Not even if you want it to disappear.
Alright, knock it off, knock it off. : No more worries about Face-Huggers.
He's comin' in. I feel safer already. : Do not worry about keeping your Squad AI safe. They will not be dying anytime soon.
Gold Medals: Gold will consist of fun features to add to the game including replay value.
Outstanding. Now all we need is a deck of cards. : Every bullet is now a card, every explosion is a blast of cards flying everywhere. Every enemy killed will turn into a puff of floating cards.
How do I get out of this chickenshit outfit? : Try and keep you Squad AI behind you, it will be REALLY distracting... not to mention the feathers everywhere.
LET'S ROCK! : Hope you like Rock music. Even if you think Rock is just ok this will get REALLY obnoxious.
I don't know which species is worse. : Whenever an AI kills an enemy they will immediately T-Bag the enemy.
Every meal's a banquet! Every paycheck a fortune! Every formation a parade! I LOVE the Corps! : Parades, paychecks and meals OH MY. You better check out for these objects in game when this is activated.
Game over, man. Game over. : Whenever ANYTHING is killed you will be hearing this line.
Revenge is a B***h. : Always look out for your squad, you should never underestimate karma.
+=-Achievements-=+
*For some Achievements I am just going by what we know as for others I am just guessing.*
10 Points List
Welcome to the U.S.C.M. - Start the Campaign.
Rambo Style! - Leave your Squad and see what happens.
Oops Empty! - Waste ALL your ammo in any Make A Stand scenario or Last Stand Mode.
Can I haz hug? - Lose to a Face-Hugger.
Uh-oh tummy ache - Get Chest-Bursted.
Like a hairless rat! - Befriend a Chest-Burster as in Lose to a Chest-Burster.
Noob no more! - Finish the Private/Adolescent Ranks in Multi-Player.
250 DOWN! - Finish the Corporal/Adult Ranks in Multi-Player.
I DA SARGE! - Finish the Sergeant/Mature Ranks in Multi-Player.
I GIVE THE ORDERS! - Finish the Lieutenant/Veteran Ranks in Multi-Player.
State of the Bad a** Army! - Finish the Ultimate Bad a**/Royal Xenomorph Ranks in Multi-Player.
15 Points List
Medals for ME? - Unlock the Bronze Medals.
Cashing In! - Unlock the Silver Medals.
Number 1! - Unlock the Gold Medals.
Eat... OH CRAP! - Shoot a Xenomorph up close with any Shot Gun only to harm a Squad/Team Mate or yourself.
ZAP! - Kill a Face-Hugger or Chest-Burster by electrocution, with a Hacking Device.
Fry SOME Acid! - Kill a Face-Hugger or Chest-Burster with a Welding Tool.
Harsh Language? - Kill an enemy without even seeing them.
Land of Badassery - Play Multi-Player for the first time.
Not bad for a human. - Get ripped in half by a Xenomorph.
25 Points List
Good Boy. - Save a Squad Mate from a Xenomorph attempting to capture him/her. Cooperative Mode.
Bad Boy. - Allow a Xenomorph to capture a Squad Mate. Cooperative Mode.
Karma! - After your Squad allowed you to be captured, return as a Xenomorph and kill them, ending the game. Cooperative Mode.
Eat This! - Kill a Xenomorph up close with any Shot Gun without harming a Squad/Team Mate or yourself.
Lock N' Load! - Play over Cooperative Mode.
Ghost Ship. - Finish Episode 1 Chapter 1.
It's a Bug Hunt. - Finish Episode 1 Chapter 2.
EVAC! - Finish Episode 1 Chapter 3.
Derelict. - Finish Episode 2 Chapter 1.
Drop Ship Down. - Finish Episode 2 Chapter 2.
Where to Shoot! - Finish Episode 2 Chapter 3.
Where to Run! - Finish Episode 3 Chapter 1.
Where to Hide! -Finish Episode 3 Chapter 2.
Where to Die! - Finish Episode 3 Chapter 3.
50 Points List
One is a threat. - Complete Episode 1.
Two is suicide. - Complete Episode 2.
Three is madness. - Complete Episode 3.
75 Points List
Whats Left? - Finish Campaign on Hard.
Back to the Insane Asylum - Finish Campaign on Insane.
Best of the Best! - Finish Campaign on Suicide.
100 Points List
Ultimate Bad a**! - Kill 100,000 Xenomorphs in Co-OP or Single-Player.
Not a Bang, But A Whisper. - Build up the Weyland-Yutani lies over the Xenomorphs.
Only the Beginning. - Complete the Campaign.
Controller Set Up (Xbox 360 Only *Sorry*)
Human Default
RT - Fire Weapon.
LT- Aim Weapon.
RB - Hold to load Grenades into a Grenade Launcher. Press again to fire Grenade Launcher or manually Throw Grenades.
LB - Aim Grenade Launcher/Throw Grenades a longer distance.
Left Analog - Move about. Press to Sprint.
Right Analog- Look about. Press to Melee Hit. Depending on your weapon you will use a Knife or bash the enemy with the Weapon.
A - Jump. When Crouched you Jump higher.
B - Press Once to Crouch. Press Again to Prone.
X - Reload. When looking directly at an Team Mate, Press X and their character will call out their ammo count.
Y - Use Equipment or Gadget/Interact. Hold Y to bring up Squad Commands using the D-Pad:
Up - Set Up Defenses where you are Aiming.
Down - Cycle between a Unit checking the back and front of the Squad with Motion Trackers.
Left - Calls for Medic.
Right - Calls for Ammunition Supplier.
D-Pad Alone -
Up = Use Primary Weapon, when Primary is already equipped it checks the ammo on Primary, hold for three seconds to change the fire type.
Left = Use Personal/Secondary Weapon, when Personal/Secondary is already equipped it checks the ammo on Personal/Secondary, hold for three seconds to change the fire type.
Right = Use Side Arm, When Side Arm is already equipped it checks the ammo on Side Arm, hold for three seconds to change the fire type.
Down = Use or Switch between Infra Red/Thermal and Night Vision. Hold to switch Grenade Type.
*If your weapon does not have an Ammo Counter you will open up the Magazine to your weapon and take a quick look at how much ammo (Rounds, Shells, Fuel, Etc.) you have left.
Alien Default
RT - Claw Attack. Hold to charge.
LT - Tail Attack. Hold to charge. The closer the attack is to the body and head the more likely you can Stun or Kill the victim.
RB - Throw Down. Press once to knock down objects around you, hold while moving to charge and Ram into objects such as Doors. Enemies also can also be Knocked Down and Stunned.
LB - Head Bite. Use your Xenomorph's Head Bite attack. Hold to charge.
Left Analog - Moves about. Press to Crouch.
Right Analog - Look about. Press and hold to Grab an Enemy.
A - Jump, when Crouched you can Jump higher, when Climbing you Jump lower.
B - Press Once to Climb and Cover. Press Again to stop Climbing or Covering.
X - Cycle through Vision Modes (Hunter, Host, Home, Heat)
Y - Interact with objects. When a Xenomorph squad is available press Y when Aiming at them for them to hold out their position. This works individually so that you can set up a Xenomorph trap with them. Press Y once again to signal them to follow you.
D-Pad -
Up = Use Resin Creator, Once pressed look at a specific place and press Y and your Xenomorph will begin to create Hive Resin.
Left = After obtaining a set amount of Head Biting kills, use Left on the D-Pad to learn certain knowledge such as opening doors.
Right = Place a specific object, perhaps a Host for Eggs or the Eggs themselves.
Down = Once pressed your Xenomorph will emit Battle Cries, Roars, etc.
Combos:
1. When running or running while in Crouch (Left Analog), pressing Jump (A) along with Claw Attack (RT) creates a Pounce attack.
2. When Grabbing (Right Analog) someone and using Claw Attack (RT) your player will Claw Apart the victim's chest.
3. When Grabbing (Right Analog) someone and using Head Bite (LB) your player will attempt to Head Bite the victim.
4. When Grabbing (Right Analog) someone and using Stab (LT) your player will attempt to Stab the victim.
5. When Grabbing (Right Analog) someone and using Throw Down (RB) your player will throw the victim. High chances of Knock Down and Stun effects and chances to kill victim depending on Health.
6. Use Tail Attack (LT) and Throw Down (RB) to swing your Xenomorph's tail to knock down enemies. If the Attack directly hits an enemy there the chances of killing them are high. There are chances of Knock Down and Stun effects for this attack.
Last edited by Chris!(($$))!; 07-27-2010 at 05:15 AM.
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