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Thread: New event/gamemode: Seeker

  1. #1
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    New event/gamemode: Seeker

    The gist of this gamemode is that the marines arrive to a target rich enviroment, a colony sprawling with fueding xenomorphs without a queen, clf colonists, rogue combat synths, and a small holdout force of UPP soldiers, the marines have orders to kill them all and each squad leader gets a pinpointer that can only track members of one group per pinpointer. The marines have pretty much everything they have at normal distress round start minus vehicles and OB/cas is disabled. The goal of the ground forces is to survive the longest and the last group with living members wins.

    Any ground forces that go on the ship forfeit their winning status, and while you cannot ally with the other groups, technically you dont have to fight them as the marines should be every group's main enemy. As the round progresses and the marines bring in more hostile dead bodies, defcon is unlocked (only through killing or capturing hostiles) and more functions unlock such as the tank, ob, cas, supply points, the like.

    If the game goes on too long the marines will receive a special squad, Zeta Squad. Advanced with armor rivalling UPP Commandos and all wielding specialist weaponry with high amounts of training in many different skills, it's their job to break stalemates and punch through the enemy's defenses.

    To reduce delayylien rounds, some parts of the cave areas will need to be shortened or blocked off, and the longer the round goes, the faster the pinpointers refresh.

    Young blood predators could be spawned in to fight the other groups, and killing one could give the group that captures or kills them a huge boon, including the marines, incentivising fighting them. For the sake of honor, these youngbloods would have their self destruct device removed, and will be instructed to not let themselves be killed or captured at all costs.

    MPs could deploy to try and capture the groundside hostiles, and taking captured human enemies to the brig or captured xenos to research could also count towards the pseduo defcon system in place, giving them a purpose.

    For additional shenanagains, each human faction could try and sway freelancers to their aid in the fight, because there's money to be made and all that.

    Let me know what you think of this idea and what you'd add or remove to it

  2. #2
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    So basically, marines come on a, in the most part, anarchy colony with 3-4 factions and they fight to the death. Mmmmmmmm.... sure, I like it. But what if the ground forces kill eachother before marines arrive? Also, will the factions be balanced or would there be 80 marines and 30 ground forces? Seems like a thing for high pop.

  3. #3
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    Sounds pretty fun, might be want to test it out as an event first to see how well it actually unfolds. Also, it does sound like it would only work/be fun on high pop so only allowing the gamemode with enough people would do.

  4. #4
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    balance gonna be thrown out the window on principle here

  5. #5
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    It will be crazy unbalanced yet also amazing fun potentially.

    Let each group respawn once perhaps to make it a little more interesting (rather than a sniper kills you dead 10 mins into the game).

    Colonists could respawn from a colony command building with a bunker.

    Aliens could respawn from a tunnel in a small hive that starts with some nests and eggs.

    UPP could respawn at a crashed ship (which they landed in).

    Rogue combat synths are hella strong already so maybe they just get a small building with ammo and supplies to repair themselves.

    The Marines could stop respawning by planting C4 on any of the other factions' HQs.

  6. #6
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    might be too complicated with more than 2 (read: 3+) antag groups

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