User Tag List

Page 2 of 2 FirstFirst 12
Results 11 to 13 of 13

Thread: reverse zeno/marine role gamemode

  1. #11
    Member
    Join Date
    Jun 2019
    Posts
    45
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Right, but the xenos can always take ground, there's always an endgame in sight. In this mode all they would be trying to do is avoid extermination and make it through without dying. The players would have to consider if the sacrifice of lives, or the sacrifice of a control point is worth it.

  2. #12
    Senior Member
    Join Date
    Dec 2018
    Posts
    109
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by naterator2000 View Post
    WO but for xenos. I'm on phone so il be short with this, but if people like the idea il go further into detail later.
    Xeno hive busts out of containment on a weyland research facility, they make passage ways throughout it, take over monkey spawners, and build defenses. Weyland sends in recontainment synths, first unarmed to coax the aliens back to the hive, then with nonlethal weapons to "coax", then at the end a full 4 member synth deathsquad to exterminate the hive. There would be different things the synths can do to make it easier, but require time to activate or deactivate, so xenos would have to combo protecting the always stationary queen, and making sure the synths aren't allowed to get to key points around the map, giving xenos the same feeling as defending marines on WO, where the situation can snowball quickly.
    This is literally just a standard round.

  3. #13
    Member
    Join Date
    Jun 2019
    Posts
    45
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    I personally feel like it's a different vibe. You could technically call WO a normal round, setup defenses and kill aliens.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •