Thoughts on Marine/Corporate Gameplay

by DÆMOS
    |     AvP 3 by ???
 
Ideas for the Marines/Corporates in AvP3 [Discuss in Forums] My last article regarding the species in AvP3 is on Humans in general. Humans are known to be assholes that would do anything for a "god damn percentage" - In AvP3 human factions should once again collide and take part in the war between Aliens and Predators. First up are the USCM or commonly referred to as Colonial Marines, these are the honest and loyal badass humans that just want a share of the war. They do this with their elite arsenal of weaponry yet like all humans they are restricted by their humanity and the fact that they are the completely imperfect humans who r up against the scariest nightmares ever. Second we have "The Company", ever Since 'Alien' was released, people were intrigued by the mysterious "Company". The Company in AvP3 can be anything from the notorious Weyland Yutani to A:R's heartless USM or maybe something far more evil. The choice is yours, yet every "Company" has a series of sinister and depraved henchmen that will do just about anything for money - ENJOY MY WORK!

_________________________________________________ >>> HUMAN CLASSES <<< Section One #NOTICE - I believe that AvP3 should always have class weapons on, as in u can't play without class weapons off - Allowing players to take advantage of each others advantages and really give meaning to the term "team-play". ------------------------ Class Name:Specialist (Basic) Human Faction: US Colonial Marines Weapons/Equipment: Pulse Rifle, Shot Gun, Hand gun, Shoulder Lamp, and Combat Knife Strength/Armor: Medium Summary: The Specialist is the basic marine, he is equipped with basic weaponry, and can do wonders in squads. ------------------------ Class Name: Soldier (Basic) Human Faction: The Company Weapons/Equipment: Lacrima Rifle, Shot Gun, Hand gun, Shoulder Lamp, and Combat Knife Strength/Armor: Medium Summary: The Soldier is the Company's basic henchmen, he is equipped with basic weaponry, and is drastically stronger in groups of its class. ------------------------ Class Name: Smart Gunner (Basic) Human Faction: US Colonial Marines Weapons/Equipment: Smart gun, Hand-held Grenades, Handgun, IR Goggles, Shoulder Lamp, and Combat Knife Strength/Armor: Medium Summary: The Smart gunner like the Specialist is somewhat a basic marine, and is a must in every squad ------------------------ Class Name: Grenadier (Basic) Human Faction: The Company Weapons/Equipment: Grenade Launcher, Hand-held Grenades, Handgun, Shoulder Lamp, and Combat Knife Strength/Armor: Medium Summary: The Grenade Launcher is specialized in grenade-type weaponry, wielding a large variety of grenades that are extremely powerful if used correctly. ------------------------ Class Name: Incinerator (Light) Human Faction: US Colonial Marines Weapons/Equipment: Flame Thrower, Hand Gun, Shoulder Lamp, and Combat Knife Strength/Armor: Light/Medium Summary: The incinerator Marine class, packs a punch - don't let his lack of weapons fool ya; the flame thrower itself has become an awesome weapon of great power. ------------------------ Class Name: Sniper (Light) Human Faction: The Company Weapons/Equipment: Scope Rifle, Draco Double Burner, IR Goggles, Hand Gun, Shoulder Lamp, and Combat Knife Strength/Armor: Light/Medium Summary: Like AvP2's Dunya, The Sniper is extremely potent and has much to be feared, its weapons specialize in long range but does have a treat for all who dare come close. ------------------------ Class Name: Heavy Weapons Marine (Heavy) Human Faction: US Colonial Marines Weapons/Equipment: Sadar, Shot Gun, Hand Gun, IR Goggles, Shoulder Lamp, and Combat Knife Strength/Armor: Heavy Summary: The Heavy Weapons class, packs a lot of punch and is considered the power house of a marine squad, perfect for dealing with multiple pests. ------------------------ Class Name: Combat Synthetic (Heavy) Human Faction: The Company Weapons/Equipment: Mini-Gun, Shot Gun, Hand Gun, IR Goggles Shoulder Lamp, and Combat Knife Strength/Armor: Heavy Summary: The Combat Synthetic is also extremely potent and packs a lot of punch. Its weapons speak for themselves ranging from the shredding Mini-Gun to a simple yet deadly Shot Gun for Close Encounters. The Combat Synthetic gains another advantage over other species, not only is it invisible to infrared/thermal visions but it does not produce pheromones whatsoever, making it a major threat to Aliens - yet with power comes humility, the Combat Synthetic does suffer from a speed problem making it easy pickings for the faster and more furious species, that is why it is best to protect this mofo. ------------------------ Class Name: Medic Human Faction: US Colonial Marines & The Company Weapons/Equipment: Syringe, Medikit, Hand-held Grenades, Shoulder Lamp, Flash Bang, Handgun, and Combat Knife Strength/Armor: Light Summary: The Medic is by far one of the most important marines u can ever have in ur squad, it helps heal and remove toxins and acid from team mates. Definitely an essential. ------------------------ Class Name: Synthetic Engineer Human Faction: US Colonial Marines Weapons/Equipment:Deployable Sentry Gun, Welder, Shoulder Lamp, Hacking Device, Hand-held Grenades, Handgun, and Combat Knife. Strength/Armor: Medium Summary: The Synthetic Engineer is a fairly unique class, wielding no strong weapons at all, it completely relies on his fellow comrades for defense, his specialty comes from what he can offer his squad, everything from stationary defenses to closing down doors for extra defense, a synthetic engineer plays an important role in a marine squad and an even more important role on some maps. Another advantage that comes with the Synthetic Engineer is that he is a synthetic! Which means he does not produce pheromones, and only appears in the Preds EM vision mode. Although Synthetics are banned by the Geneva convention to kill; they are capable of defending themselves and their fellow marines. #NOTICE - The Company lacks the Engineer class because it does not require a engineer, sentry guns can be dealt with using the Scope Rifle while doors can be broken down thanx to the Grenadier. _________________________________________________ < HUMAN WEAPONS/EQUIPMENT >Section Two :::WEAPONS::: #NOTICE - The semi-violent smilies are being used temporarily until I get all the pics together and upload them - although u have to admit, they are kinda cute. ------------------------ Weapon: Combat Knife Faction: ALL Primary Fire: Knife Slash (light/medium damage) Secondary Fire: Knife Stab (medium/heavy damage) Description: The Combat Knife is very strong against humans and lower ranking Preds, almost useless against Aliens; primary fire consists of a series of slashes while secondary fire is a powerful forward stomach stab that if done correctly can do a great amount of damage and sometimes even fatal damage. ------------------------ Weapon: M4A3 Pistol Faction: ALL Primary Fire: Fire Secondary Fire: Switch Bullet Type (normal/AP) Description: The pistol is the second most basic and common Human weapon - It is quite strong against other humans normally but when normal bullets are replaced with the stronger armor piercing bullets, the Pistol can wreck havoc upon Preds and Aliens alike. If u manage to find another pistol from a fallen comrade, then u can use both of them at the same time. ------------------------ Weapon: Hand-Held Grenades Faction: ALL Primary Fire: Throw Grenade Secondary Fire: Switch Grenade Type Description: These come in 2 forms: --Timed Grenades: These grenades can be manually timed, and thrown at targets and explode, the default timing is one sec after it hits the ground. --EMP Grenades: The EMP grenades are very useful, once thrown they stick to a surface and explode if a targets comes within its immediate area, the EMP only effects electronic devices, it shuts down hi-tech weaponry such as those of the predator and shuts down motion trackers too. ------------------------ Weapon: Flash Gun Faction: ALL Primary Fire: Fire Secondary Fire: N/A Description: This is a fairly small pistol that fires a single flash bang projectile, once the projectile hits a surface it unleashes a temporary blinding flash that affects everything in the immediate area, this weapon does have pick ups but an ammo of one. ------------------------ Weapon: M41A Pulse Rifle Faction: USCM Primary Fire: Fire Secondary Fire: Launch Grenades Description: The Pulse Rifle is considered to be the best all-round marine weapon - A pulse rifle to a marine is like a shoulder canon to a Predator; PRECIOUS! The Pulse rifle should return like it is in past game with one exception - The secondary fire grenades should not explode upon impact, since in "Aliens" - it took them 1-3 secs before they exploded. They should only explode instantly if they hit the target DIRECTLY. ------------------------ Weapon: Lacrima-99 Rifle Faction: The Company Primary Fire: Fire Secondary Fire: Switch on Lamp attachment. Description: Unlike the USCM, The Company has not shied away from developing the pulse rifle and have created the Lacrima-99; an automatic rifle used by Company soldiers stationed on the Auriga. The Lacrima-99 has a faster fire rate and larger clip than its predecessor, the M41A Pulse Rifle. However it lacks the grenade launcher attached to it and its ammo depletes slightly quicker than the pulse rifle, yet it causes *slightly* more damage than its predecessor. The Lacrima also has a secondary attachment, which is a strong lamp that has longer reach than the typical shoulder lamp - It also has its own power source. ------------------------ Weapon: M25 Shot Gun Faction: ALL Primary Fire: Fire Secondary Fire: Switch between Buck shots/Slug shots. Description: The Shot Gun is a marine's best friend in times when marines have "close encounters" with Aliens. The Shot Gun has 2 firing modes; the first being the buck shot mode which fires faster shots that slug shot mode. The buckshots tend to affect a wider area but cause less damage. While slug shots have a slower RoF but can cause far more damage and are far more accurate then the other mode. Both modes require special types of ammo, Buck shots are extremely abundant while slug bullets are quite rare. M25 Shot Guns are automatic and require reloading only when the "clip" has been depleted. ------------------------ Weapon: M240 Flame Thrower Faction: USCM Primary Fire: Ignite Secondary Fire: Squirt Fuel Description: The Flame Thrower has taken a complete overhaul, its flame can now reach up to 15-20 meters in front of the flame thrower, the flames themselves can be semi-countered by other species, but they leave a lasting fire on the environment that burns out after a small period of time. The flames on some occasions can burn the human carrying the flamethrower if he/she is not careful. The Flame Thrower as an added ability, by using secondary fire, the Incinerator marine can squirt a stream of liquid fuel on an area which will last for a limited period of time, this fuel can be ignited by primary fire creating a massive fire wall or if sprayed in the air a ball of fire. Such ability is perfect for creating traps. ------------------------ Weapon: Draco Double Burner Faction: The Company Primary Fire: Fire Secondary Fire: Charge Shock Description: The Draco Burner fires short ranged electrical pulses instead of projectiles that temporarily stun targets, it relies on a battery supply that can be depleted but recharged slowly as time passes. It in no way causes any damage; it is mainly used by the Sniper to stun targets until the Sniper can run into sniping range for the kill. The Draco Burner's secondary fire charges the electrical pulse for a longer lasting stun effect. This weapons drawbacks are its limited energy supply that can be quickly depleted if not careful and its short range. ------------------------ Weapon: M38 Grenade Launcher Faction: The Company Primary Fire: Launch Grenades Secondary Fire: Switch Grenade Type Description: The Grenade Launcher has an ammo limit of 8 grenades, divided into 2 very effective grenades that can be fired at extremely long ranges: --Impact Grenades: Once fired, these grenades travel at high speeds and explode instantly upon impact, simple yet effective if done accurately. --Cluster Grenades: The rarer of the 2 is the Cluster Grenade, it is similar to the impact grenades in almost everyway except that upon impact it explodes into tinier shrapnel that damage everything in a small radius, it excels against groups of Aliens and at finding Preds. ------------------------ Weapon: M56 Smart gun Faction: USCM Primary Fire: Fire Secondary Fire: N/A Description: The Smart gun too got a facelift, it now instead of tracking via motion; it tracks using the marines new vision mode/set of goggles described below. The IR goggles once worn by the smart gunner enable the smart gun to track anything that is warm blooded, which humans and predators, the smart without the IR goggles cannot track and must be used manually. The Smart guns max ammo limit should be increased. ------------------------ Weapon: M83A2 Sadar Faction: USCM Primary Fire: Fire Secondary Fire: Switch Missile Type Description: The first missile is a conventional missile that travels in a straight line, upon impact it causes a massive explosion that kill or heavily damages targets within the vicinity, its second missile once again takes full use of the IR goggles, its a guided missile that tracks targets that appear on the IR goggles, the missile has the same effect of the conventional missile. The downside that comes with owning a sadar is the drastic decrease of the speed of the sadar marine and the limited/rare ammo. ------------------------ Weapon: M42A Scope Rifle Faction: The Company Primary Fire: Fire Secondary Fire: Zoom In/Out Description: A weapon unique to the Company's Sniper; The Scope Rifle fires incredibly accurate armor piercing bullets from far off ranges that penetrate the hardest of armor like a knife through human flesh. It kills anything with 2 or more shots, yet one well-put bullet through the head will split all but the biggest of skulls. The Scope Rifle relies on an advanced NV/IR scope that can zoom in and out with incredible speed; its IR capabilities can be switched on at will, revealing all heat sources that include Humans and Predators. Its typical NV vision is perfect for spotting targets in extremely dark environments. The Scope Rifle can be used in firing mode but it tends to lose some of its deadly accuracy. A drawback of this awesome weapon is that it has a laser designator that can be easily be seen by the Pred's UV vision and vaguely appear by the naked eye. ------------------------ Weapon: M214 Minigun Faction: The Company Primary Fire: Fire Secondary Fire: Spin Barrels Description: The Minigun fires 6mm case less rounds at 3,000rpm, just like how it is supposed to be. It however takes time before actually firing to spin the barrel yet that is easily fixed with the addition of secondary fire; this however creates lots of noise instantly revealing you to the keen hearing sense of Aliens. The Minigun has a large ammo capacity but its ammo pick-ups are quite rare, its bullets can shred through the strongest of armor in mere seconds eradicating foes foolish enough to cross its path. ------------------------ Weapon: Deployable Sentry Gun Faction: USCM Primary Fire: Deploy/Un-Deploy Sentry Gun Secondary Fire: Repair Sentry Gun Description: A weapon unique to the Engineer class; every Engineer starts with a single package that can be deployed into a power sentry gun. Once the weapon is chosen the Engineer will start to unpack and fix the sentry into position, which takes time, if the sentry gun is damaged, Only an Engineer can repair it. This ability is excellent for establishing marine control over an area and will come in handy. The Sentry gun itself is able to target and fire at anything within a 30 meter range in front of the gun, the gun is very vulnerable from the back so its best to either keep it guarded or simply deploy it in a corner. If the Engineer dies, the Sentry Gun will go off-line until the Engineer returns to it and repairs it. ------------------------ :::HUMAN EQUIPMENT::: IR Goggles: Replacing the NV goggles, the IR goggles not only light up the surrounding environment, but can locate warm blooded creatures within the vicinity. The IR goggles detect all sorts of heat sources that include steam and lights. Once the goggles are activated, the motion tracker is de-activated; the IR goggle's vision is ranged, as in it is limited to a few meters(10m?) infront of the wearer, everything else in the distance is very vague and foggy. Yet the goggles have an extra advantage, it can reveal(barely) Preds, which are known to be warm-blooded creatures - Preds appear stronger/brighter on IR when they run/move but when they're still they show as a dim aura. The IR goggles also have the option to zoom in *slightly* and would display a tactical read out like "range" and heat levels etc. IR goggles will obscure the edges of the screen making it look more "binocular". ------------------------ Shoulder Lamp: The Shoulder lamp in AvP3 should be much stronger and with much more reach, it should also be visible on the henchmen that is using it. ------------------------ Body Armor: As always body armor is what humans wear to reduce the damages of other species weaponry, body armor in AvP3 should be particularly good against Acid; the acid eats away through the armor almost completely yet the wearer is totally safe. It would be nice if body armor was actually visible when worn of the human, and would have bullet holes on it when fired upon or claw marks, or even broken Pred spears. ------------------------ Heat Insulation Suit: The Heat Insulation Suit, is a simple suit that covers a large part of the human body, its purpose is to reduce or completely eliminate all heat given of by the body. The suit is picked up by the human just like body armor, and would lose its effectiveness if exposed to attacks. The suit would make Humans almost totally invisible to Human IR goggles and the Pred Thermal vision. They would also *reduce* pheromones given off but not totally, they simply do not leave a pheromone trail and they appear slightly dimmer than usual in terms of pheromones. The downside of such a suit is the loss of body armor(The suit itself does reduce damage just not as much as body armor) - u can only use either of them at a time. ------------------------ Medikit: When a human is deeply hurt, the medic would approach the human and use the medikit and like the c4s in counterstrike a bar will be displayed across the screen showing how long it will take for the "medicating" process to be complete, the human will only be fully healed when the bar is 100%. If the "medicating" process is interrupted the human won't gain any health at all. (limited in numbers but can be replenished) ------------------------ Syringe: To counter the various effects of toxins and chemicals brought by the other species, Medics have been equipped with syringes - a small injection with an anti-toxin that removes the effects of the chemicals; it can remove the acid effects brought by the Alien(both spit and blood), it could counter the effects of the Predators neuro toxin darts that i mentioned in the other thread. The Medic injects his/her fellow teammate instantly but the effects of the syringe happen over a short period of time (a few secs). The medic CAN give the syringe to himself to stop the effects of some weapons but CANNOT "medicate" himself as in restore health. [i](limited in numbers but can be replenished)[/i] #NOTICE - Small medikit packages are available in maps but should be rare. ------------------------ Flares: As usual, limited in numbers, start with EVERY marine/henchmen, except this flares can actually stick to ANY surface - and if used strategically can become very helpful. _________________________________________________ >>> HUMAN ABILITIES <<< Section Three Stop, Drop, & Roll: These 2 abilities are extremely basic in human military training that it would be stupid NOT to include them, here's a brief description::: --The Drop ability of the humans is basically a forward jump that "drops" the human to the floor on his/her stomach, from there a human as a choice to crawl using his hands on his stomach or get up by releasing the "drop" key. The drop ability is extremely essential; not only does it allow marines to dodge *some* projectiles (namely the disc) but once on the floor the human won't be so visible (good strategy if ur a sniper). --Once the human has "dropped" on his/her stomach they can choose to roll; by that I don't mean to roll on the floor ala the "Like A Virgin" Video by Madonna but rather commando style as seen in P1. The "Roll" maneuver would serve as a fast easy way to escape or dodge once a human has dropped to the floor. The roll is also an effective way to extinguish fires, yet it will take the human a lot of "rolling" to survive the flames. ------------------------ Weapon Pick-ups: Marines should be very specialized and should always have class weapons on and no weapon pick ups(not ammo pick ups) - but I think that if humans were given the option to use the weapons of their fallen comrades it would add a great deal of strategy. If a smart gunner is low on ammo, what prevents him of picking up the weapon of his fallen specialist marine? What prevents him from dropping his now useless smart gun and replace it with a fully equipped pulse rifle? The downside of such ability is that if u pick one classes primary weapon, that same weapon will replace ur primary weapon forcing u to drop ur primary weapon. _________________________________________________ >>> MISC <<< Section Four - The Multiple Customizable Skin System should be implemented full scale on The Company; with clothing from the Alien Saga, which include that USCM uniform found in "Aliens" to the "Predator" Commando uniforms that fit like a glove in jungle environments. ------------------------ - One of the few members I really admire and respect is Eldritch, who proposed an idea, why not add a morality system to the humans; the system would be based on a series of horrifyingly scary and gory scenes that demoralize a human, if a marine/henchmen or civilian find a hanging skinned corpses they would get "demoralized" and will react negatively thus cause some behaviors to occur such as aim *slightly* worsening etc. Yet a positive side of the morality system is, when a human is surrounded by several other humans it would boost moral thus bettering their aim - such an idea I implemented correctly could make marines/henchmen more squad like and stop marines/henchmen from wondering too far away from their squad increasing team play drastically, ur morality level is indicated by a morality bar in the corner. ------------------------ - An idea of mine that I am yet undecided on whether I should include it in my article or not is a motion tracker held as a weapon instead on appearing on the HUD; when it is wielded by a player; he/she can only use lesser weapons like handguns and knives. In a squad its best that only one motion tracker is used, the positive side of this is that the players that DON'T have a motion tracker or are not using it can stick close to the motion tracker marine, once they are close the motion tracker will appear on their HUD, if they move farther away from the motion tracker marine then the motion track on the HUD will disappear. if this is implemented correctly it would like the last idea boost team based play drastically. Players will have to stick together and defend each other, especially the player that wields the motion tracker. _________________________________________________ All smilies are owned by www.mysmilies.com and have been used in this article to demonstrate weapons in a humorous way [Discuss in Forums]

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