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Aliens Vs Predator - My ideas |
01-20-2010, 05:19 PM
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#1
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
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Aliens Vs Predator - My ideas
I made this post a long time ago and it seems that someone read it  .
WARNING LONG POST
THE ORIGINAL COPY-
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I hope you can take the time to read this; it has some great Ideas For a new game you guys could make. Please think of the amount of money you guys could make!!! Not only that but the millions of AVP fans out there would finally come out of their deep sleep (if you release it with the AVP movie it will double your sales guaranteed!). Please there are even PETITIONS out for it. Go to:
http://www.petitionspot.com/petitions/avp3
It has 6500 signatures!! See how many people want it!!
We need this PLEASE just consider these ideas and maybe it will inspire you guys to do something.
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Aliens versus Predator 3
Video game for P.C
First Person Shooter genre
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By
Edwin Ferreira ---------- A long time AVP fan
These are my idea for AVP3 this will definitely inspire you guys to make it. Some very hard core stuff that will revolutionize the game for ever. Making it he most popular multiplayer and scariest single player game of all time. If you guys get take the time to read this than I will be very grateful. Because I know it will inspire you to make an AVP3
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"Blood is a Passion".
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01-20-2010, 05:20 PM
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#2
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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USCM (United States Colonial Marines)
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Equipment
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Motion Tracker: The motion tracker is now equipment that you hold in your hand as opposed to a picture on you HUD. You cannot shoot and hold the motion tracker at the same time, so as soon as you see an enemy you have to press the motion tracker button to equip your last held gun (this is fast way to switch between the motion tracker and a gun). It has a 30 meter detect range and is 180 degrees coverage, as you work as a team one marine should carry a motion tracker and the rest of the team mates carry guns ready to fire. This incorporates team tactics which playing as a marine is vital for. Also it’s not always a good idea to carry it, as it makes a lot of noise. So if it starts to detect something it beeps loud, not only telling you the enemies’ position but yours as well. But motion tracker is still valuable marine equipment that each marine team should have at least one of.
Shoulder Lamp: Provides illumination and has unlimited battery life. But the size of the illumination is small and if something is 5 meters away it isn’t illuminated, just the floor is.
Image Intensifier: Night vision. It has unlimited battery life. When turned on it is an eye piece that covers the screen from your helmet. It allows to see very far thus makes it better then the shoulder lamps illumination but it makes it hard to see if there’s any light around so it’s only useful in situations where the room is pitch black (Don't try to use the shoulder lamp and image intensifier at the same time). The other down side is that your eye piece that goes over the screen blocks the surrounding screen decreasing your field of view. This balances the shoulder lamp and Image intensifier out.
Flares: illuminate for 15 seconds as opposed to avp2 10 seconds. Equipped like a weapon, primary attack turns flare on, secondary attack throws it. It shines red revealing all surroundings.
Glow Stick: illuminates for ever, but has very small range compared to the flare. Equipped like a weapon, primary attack throws it, while secondary attack drops it straight to the floor. Can be picked up again after thrown.
Welding Torch: This can be used to break locks, and in multiplayer weld doors shut to stop predators from opening the doors. Instead of equipping this pressing activate on locks or doors edges will automatically use this.
Hacking Device: This is going to be used to bypass doors as it is in AVP2. All locked doors can be bypassed, but the levels will be designed differently, so doors don’t just open and become hackable for no reason. For multiplayer this is important because all doors are locked. The only other way past them is through the vents. Instead of equipping this pressing activate on doors will automatically use this.
Med Kits: This is to recover downed team mates. Administering health packs is important because marines those are injured and on the floor can be revived. This shows how marines are more of a team rather than lone soldiers like it was in AVP2 multiplayer, even in this multiplayer marines work as a team, and quite easily get over whelmed when alone. Only the medic carries health packs and is the only one that can use them, but has unlimited in supply. Small injuries can be shaken off, so there med kits are used only for the marines that are on the floor and dieing.
Kevlar Armor: A picture of an armor vest is on the screen. More damage you take the more broken the Kevlar looks. Alien acid blood does a lot of damage to Kevlar but it only harms health when Kevlar is fully destroyed. When you find Kevlar you may replace the one you have on with the one you find. You can do this with dead marines. When you replace your armor you see on the screen you taking it off and throwing to the floor and picking up the new one, careful as this process leaves you vulnerable while you are putting it on.
__________________
"Blood is a Passion".
Last edited by TheUnbeholden; 01-21-2010 at 09:06 AM.
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01-20-2010, 05:21 PM
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#3
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
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Weapons:
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1. Combat Knife: Left direction plus primary attack gives a left swing, right does a right swing, forward plus attack gives a thrust and backwards plus attack gives a downward slash. The advantage of the knife compared to other melee weapons of other races is that it’s very fast (does a lot more damage that it did in AVP2). So now it’s actually useful to use in some situations, also used in escaping predator’s nets (it takes at least 5 seconds to cut through a predator net). Secondary attack throws the knife, in life or death situation is useful but after thrown you have to use your fists which is less effective. May only carry one combat knife.
2. M4A4 Pistol: A useful weapon to use when all else fails. Accurate fire but only has a small amount of ammo per clip and has a slow rate of fire rate. Thus overall not as an effective as other weapons but this is why it’s fall back weapon. (There is no more armor piercing rounds for pistol as this was to powerful, and leaves normal ammo useless). Secondary attack fires puts on a silencer, increases recoil but makes no sound. May only carry one M4A4 Pistol.
3. M41A Pulse Rifle: It holds a 99 clip and fires incredibly fast staying relatively accurate thus this makes it the most overall effective weapon and is the favorite among marines (uses armor piercing bullets). The secondary is different to what it was in AVP2 attack which fires an explosive shell, unlike AVP2 this has limited range and flies in an arc before hitting the ground. This time explosions do less damage but knock targets over, less weight targets fly off and hit walls (such as aliens).
4. Shotgun: A fire a lot pellets per shot but inaccurate and looses effectiveness in long range. A lot more effective than in AVP2 but takes very long to reload, by reloading one slug at a time, but can fire in between each slug as an upside. Secondary fires switches to armor piercing slug, but only fires a single pellet which is relatively accurate but looses effectiveness with range. This does huge damage to armor but because only fires one pellet doesn’t do much damage to health as a downside. (Thus is to be used wisely)
5. M56 Smartgun: This weapon tracks enemies, and allows for extremely accurate, high speed firing. It also acts as a squad automatic weapon as it holds a lot of ammunition as well. But it has the weakest damage compared to other marine weapons. The secondary attack turns on tracking in which tracks the enemies as they appear in view. This mean its hits are with 100% accuracy which also saves ammo. The disadvantage with this is you can’t move the gun while doing this other wise it messes up the tracking system thus you have to keep the gun still so you won’t be able to move around. Also it has smart tracking so it can't target your marine friends if they get in the way (just like the sentry gun). So it’s only sometimes a good idea to turn on tracking (can track invisible predators, as it uses motion sensor technology but doesn’t do much damage against them because the guns not armor piercing).
6. M240-A1 Flamethrower: Good against aliens, so its acid blood doesn’t spill when it dies. It deals very high damage, with burning damage which last a while, has no recoil and does not require reload. But has limited range and is ineffective against armored targets. Secondary attack throws the propane tank which you can shoot to make a large explosion. (Weak against predators, the predators are resistant against high and low temperatures)
7. WY-102 Sniper Rifle: This has the most dramatic changes, its no longer a 1 hit kill anywhere on the body, it is only 1 shot kill if it strikes the head, and almost deadly if chest of a target. (depends on what target you hit), there is no crosshair unless secondary attack of aiming down scope and scope has a very long starting range meaning its very hard to do close range kills, if you fire without the scope its very inaccurate so pretty much impossible to hit anything and the scope wobbles unless crouching.
8. M-92 Grenade Launcher: 4 grenades different then before, secondary attack switches between these. Fragmentation (very powerful good against lots of targets), smoke (which also is hard to breathe in distorting anyone who gets in it by wobbling them) incendiary (which burns in an area for a while but the damage it does is slow) and EMP (which counter acts predators by decloaking them also stuns for a few seconds). It is a multi purpose weapon, has a slow rate of fire, long range but has looping projectory that requires some practice to fire accurately. The two motion sensor grenades have been replaced due to clumsiness of them and their trapping ability which is to powerful in multiplayer.
9. M6-B SADAR: The rocket launcher. Rockets don’t home unless you use the secondary attack to look through the sites. It has a special site which has very limited view and lowers your mouse sensitivity while using it. During looking through its sites it takes 5 seconds for a target being in view for it to HOME in on, then when you fire its homing. No longer are the 2 types of ammo but just the option of using the missiles to be homing. These missiles are high powered, single shot weapons. It is used to kill Queens and not much else. Firing it close range is suicide, especially to your team (the suicide firing won’t be as useful as it was before, not to mention a suicide lowers your score). It can also be used to blow doors open.
10. M-90 Minigun: This is a very fast firing and powerful weapon. It has a large clip so does not require reloading. But is quite heavy to carry so may slow you down, and has about 3 second timer before firing as the end barrel has to rotate around. Secondary attack keeps the barrel spinning, but this makes a lot of noise thus you can’t hear anything and gives away your position.
__________________
"Blood is a Passion".
Last edited by TheUnbeholden; 01-21-2010 at 08:19 AM.
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01-20-2010, 05:22 PM
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#4
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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Gameplay Tweaks
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Carry Load: A marine can only carry one knife, one pistol and two other weapons. As there isn’t much room to hold weapons of this size.
Ammunition: Now when you reload a gun you loose the clip and all the ammunition it carried, the only exceptions are for shotgun and rocket launcher as they reload one bullet at a time.
Accuracy: A dramatic change to all weapons is that now weapons have recoil as opposed to AVP 2 where you could fire constantly with 100% accuracy. Now when running increases recoil, crouching decreases recoil, burst fire keeps the gun steady. Someone weapons that are single shit are a must to keep still or that one shot will miss completely thus it’s important to keep as still as possible when using a gun. (This is also applies to the predator with some weapons)
Speed/stamina: Default movement speed is a slow run, but compared to the rest is the slowest movement speed in the game (even slower if carrying a large gun). You can move slowly to sneak up on enemies but for a marine this barely ever happens (so interms of movement marines are the worst). Marines have trouble in water as they loose stamina, if your stamina bar has gotten into the red zone you will loose health. If you manage to get out of the water alive you will slowly regain the health you lost. Falling from heights will either do no damage or break a leg. If you break a leg you cannot move and must wait till you’re revived by a medic.
Interactive Computers: Instead of using computers like you would a switch, you can interact with all operational computer terminals, much as you would in Doom 3. Some computers are useless, while others can unlock doors etcetera. But all computers contain information of some kind. Emails which most of the time give small insight on the situation.
Health: Instead of a number representing your health, the marines have heart beat monitor. As they take damage the beating will go faster and turn color of lines from white means ok to yellow means on the floor and slowly dieing to a red line. In saying so Players near death will fall to the floor and must be administered a med kit; but the yellow on their heart beat monitor will slowly turn into a straight line as the heart beat stops and the beep sound is loud. Head shot wound on a downed marine cannot be revived. Also when hit, blood goes on screen and so shooting someone can’t just be a yell but also distorted vision to if you shoot the person first then you will have the upper hand in the fight. Players can take small amount of damage and not need med kits, this shows as their heart beat is still on a white lines. So damage adds up but then fades, so marines must take enough damage to kill them other wise will slowly loose the damage taken which is represented by the heart beat relaxing. No longer are there 100 number bars. (Those times are gone)
Multiplayer: The new round system offers bonuses when you survive a round. If you survived the previous round you get extra rounds your weapons. Surviving this way can also unlock new armor chest pieces (some from the movies) and other customizable content for your marine. Unfortunately the “corporate” counter part is not in multiplayer. Marine’s classes in multiplayer start with what their class has, start with the only the weapons from their class but can pick up weapons from downed marines. Meaning a marine that’s a demolition expert class can replace a rocket launcher with a pulse rifle of a downed marine but to make it fair using weapons from fallen team mates of a different class have decreased accuracy because you’re not specialized at using that type of weapon. The 4 classes are Pointman, Demolitions Expert, Technicians Specialist and Medic.
All classes have Kevlar Armor, Shoulder Lamp, Image Intensifier, Flare, Glow Stick, Combat Knife and a M4A4 Pistol. The following is only to that class.
Point Man: Motion Tracker and can choose from M41A Pulse Rifle and Shotgun.
Demolitions Expert: Torch and can choose from M6-B SADAR, M240-A1 Flamethrower and M-92 Grenade Launcher.
Technicians Specialist: Hacking Device and can choose from M41A Pulse Rifle and Shotgun.
Heavy Weapons Expert: Can choose from M56 Smartgun, WY-102 Sniper Rifle and M-90 Minigun.
Medic: Med Kit and can choose from M41A Pulse Rifle and Shotgun.
__________________
"Blood is a Passion".
Last edited by TheUnbeholden; 01-21-2010 at 08:24 AM.
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01-20-2010, 05:23 PM
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#5
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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Xenomorphs (Aliens)
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Weapons
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Claws: No longer the aliens staple, the claws are never used for attacking. Even though the claws are not an attacking weapon are used for slamming against doors, for grabbing victims from pouncing, to scale walls and ceilings and to drag away corpses. (the alien cannot escape nets with claws, the alien must wait till its acid blood breaks the net)
Tongue Bite: The new primary attack of the alien; a tongue bite which is used when you’re really close to an enemy. With the tongue bite you can perform a head bite; meaning doing a tongue bite but aiming at the head which will cause an instant kill (no longer removes the head but a chunk out of their skulls as per the movies). Also if you miss the head and hit the body will still do some damage.
Tail: This is the secondary fire for aliens. It has long range but it does not distort like avp2. Instead depending on what movement key and an attack key you press it will do an attack that corresponds to the direction. Forward is thrust, backward is overhead, left and right is just that. Left attacks with tail makes knock over which then allow you to finish the person while their on the ground. Thrust is pretty much an instant kill if in the stomach but hard to do because of the wait time and if the target is out of range and you miss wastes time that could get you killed. Over head slices do moderate damage. You can do combos by combining these directions.
Pounce: By pressing the jump button while running the alien jumps onto a victim, once a pounce lands on the victim it changes the aliens view to be on the person. The marine or predator will be on the ground while you are attached to them. You can still use your primary attack and aim at the head to do an instant kill head bite but if you miss just does small damage or secondary attack which is slower but guaranties a kill with the tail which cannot target the head but only the body. So you have a choice of aiming for the head and doing the tongue attack or just pressing the secondary and waiting for the tail. Pounce no longer has as good range as it did. It has 10 meters range, as opposed to AVP2‘s ridicules 20 meters. Aliens also have a “breather” time after the pounce. During this time you cannot move, but only lasts for 2 seconds. Pressing the jump button while on a pounced victim makes you get off them. While on a pounced victim they can only use their melee weapon thus giving you a huge advantage as aliens are most effective in melee (the marine or predator cannot fire their gun in this mode). The only way to get an alien off a pounced victim is if the alien player chooses to get off by pressing there jump button or if they are killed, but if an alien is killed up close the acid blood will almost guaranty that the victim will die as well so a alien pounce is to be feared. Aliens can also leap upward like the predator by pressing crouch plus jump.
Acid Blood: While it is not going to be a useable weapon as such, your blood that flies out does damage. The acid now does increased damage (although not a massive increase) and it only does damage to health once the targets armor hits nothing. Also, it does a lot more damage to armor than it does to health. Pools of acid now don’t do any damage; considering it’s your boots going in it and that it pretty much evaporates in a few seconds. Even though acid blood does have effects that can melt metal, melee weapons don’t melt because they swipe so quickly the acid doesn’t have time to stay on the metal to melt it but anyone who attacks aliens in close range will most likely get acid blood on them and take considerable damage. Also the alien’s acid blood is the only way to escape predators a net, the advantage is over the marines is that it breaks the net fairly quickly but the disadvantage is it harms the alien slightly (the alien doesn’t have the claws anymore and can only escape the net with its acid blood).
__________________
"Blood is a Passion".
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01-20-2010, 05:23 PM
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#6
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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Abilities
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Wall Running: Since it can get out of hand and down right confusing in AVP2, the “fisheye” is back, and in fact, the wall crawling will be almost identical to its AVP counterpart. There will defiantly be no more sudden jumps of the camera when you slightly change height. Similar heights won’t affect it, and sudden corner turns will be slowed to allow the camera to track the turn (also making it more realistic).
Tearing: No longer about tearing down thick doors just because they have a small glass panel. It is used break all doors but it takes some time, to tear a door (any door) pounce against it and it will slowly break. Gives more freedom in single player. And in multiplayer because doors are breaking constantly the game has rounds now. In which a new round starts when all players are dead. A new round then replaces all doors. So it should be called bashing: as pouncing replaces the “swipe claws to take down thick door” element of tearing. Pouncing on a door can also be used to stop the door from opening, pouncing once will bend the door stopping it from being able to be opened.
Vision: Aliens can see every living things pheromones with different colors (marine is blue, green is predator and red alien) to distinguish them and see everything else white, as everything’s white they can see clearly in the dark. But there is only 1 vision, they cannot see like normal human sight (nor can the predator) but this sight is better then human sight so it doesn’t matter.
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Gameplay Tweaks
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Life Cycle: This is an integral part of the game now, so it cannot be turned off. As the game is a now team based, it is always team based and team classes and alien life cycle cannot be turned off. But certain game types alter game rules. Such as Over Run where all aliens start as Drones, and so forth. But the games new round system is always in effect and their isn’t as much customization, but the game is more structured now as life cycle is well made and a huge component of the game.
Speed/Stamina: The aliens are faster than in AVP2, since there is no more “runner” class all aliens move really fast, Drone being the fastest in the game. Even the Queen moves fast as she has large legs so take big steps. Predalien is the slowest moving but can still move as fast as a predator. The difference in speed between aliens is small as they can all move really fast. Their default movement speed is the fastest in the game, but can move slowly to sneak upon enemies. Aliens can fall from great heights with out injury.
Stealth: A larger focus on stealth: Aliens are stealthy. They always, have the jump on their targets. That’s why the marine’s superior firepower doesn’t own them all. You can’t kill something if you don’t know its there. I’m not sure how you could do this, but I imagine map design would have an effect. A realistic lighting engine will go a long way towards achieving this as well.
Health: The aliens now grabs corpses when they kill them with, pressing the activate button on corpses will cause the alien to pick it up with its claws, and the alien can even pick the marine up with a successful attack with the tail from afar (to do so just successfully thrust a enemy and it will be attached to your tail). So if an alien kills a marine that’s in a pack can now kill marine and run away with the corpse like it has been seen in all the movies. Aliens can now regain infinite number of health from one corpse of marine. To eat a corpse hold the activate button down long enough over a corpse. The alien must be undisturbed during this; it takes several seconds to eat a proper amount to gain any health. If attacked during this the alien gains no health. Aliens have one large bar of health and take damage every time are hit but they have a lot of health. Corpses do not disappear into thin air. All corpses stay in a map until the round is over. In this way an alien can retrieve corpses later. Also if an alien take enough damage to a limb it will get blown off, blown off limbs hinder aliens in speed, or ability to use tail and so on. But aliens have large life pools and can get infinite health from one corpse so this balances out, but cannot regrow limbs so will not get health past a certain point in health depending on how many limbs lost.
__________________
"Blood is a Passion".
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01-20-2010, 05:24 PM
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#7
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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Multiplayer: The new round system means that you get bonuses when you survive a round. If you survived the previous round you start off as what ever alien you where that round. The first round the team starts as face huggers born from eggs, every round after the first the team starts with what ever alien they where last round if they survived. But the team members who died last round start off as face huggers. Also if you survive the round you can customize the look of your alien, like the "grid" alien? The alien player who scored the highest kills on the previous round and survived starts as a Queen the next round. So this limits 1 Queen per round, but they are really powerful. Aliens don’t have classes to pick but get them with what they do in game but the advantage of aliens is their characteristics are different with each class making them most varied but because they all start out as face huggers most of the time face huggers end up as Drones (most of their victims are marines). The 4 races are starting with Face Hugger, can gestate into a Drone or Predalien (but must survive as a Chest Burster after gestation for an amount of time) and once gestated can turn into a Queen if you have the highest score on your team when a round ends. Runner is removed because all aliens are fast now. Praetorian is removed because all games have a Queen and praetorian was a smaller substitute for it. Unlike AVP2 this life cycle is more perfectionized and is an integral part of the game now (during over run game mode all aliens start as drones).
Face Huggers: As a Face Hugger you have really fast and instant kill if you successfully face hug, but have tiny amount of health. Faces hugger is more difficult to land on the head the in AVP2 and must consecutively successfully face hug a predator twice so it can destroy the predators mask. One successful face hug destroys the predator mask then the predator rips the mask off with the face hugger on it then the face hugger must face hug the predator again to then attach and gestate. A Face Hugger can only pounce (has no tail or tongue bite). A face hugged player if shot at will kill the face hugger.
Chest Burster: As a Chest Burster you in about a minute gestate into a Drone or Predalien. You move fast like a face hugger and can leap 10 times your height but cannot wall walk, have no attack what so ever and cannot pounce so are vulnerable until you gestate. Now when you chest burst someone you do it in First Person, meaning now you see how it bites threw the victims chest and crawls out. A player if shot at the chest will kill the Chest Burster inside.
Drone: Fast and reasonably powerful, have some trouble against predators though. The fastest moving in the entire game, have reasonable health. As Drones are spawned from marines they are naturally effective against them, are really fast moving thus is a huge advantage against marines. Have tongue bite, tail and pounce as your weapons.
Predalien: Slightly slower moving the other aliens and are larger targets but are very powerful and have more health then Drones. Because they are spawned from predators are naturally effective against them, to show this their health can with stand the damage predators can give and are stronger then a predators thus can out muscle them in close combat. Have tongue bite, tail and pounce as your weapons.
Queen: They are really fast for there size, have huge health and do devastating damage. The downsides are they are to big for vents, are easy targets because of there large size, have a short pounce distance , when they eat a corpse for health destroys the corpse and are very vulnerable to rocket launchers. But regardless are more powerful overall then anything else in the game. Its tail does huge damage with overhead slash (swings quickly but only hits one enemy at a time), thrust kills one hit (but this attack is slow) left and right tail attacks are sweeps which knock enemies over (can do some damage if knock enemies into walls). Tongue bite is close range but is slightly longer range than the other aliens and kills one hit regardless of a head bite or not.
__________________
"Blood is a Passion".
Last edited by TheUnbeholden; 01-21-2010 at 08:35 AM.
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01-20-2010, 05:24 PM
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#8
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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Yautja (Predator)
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Equipment
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Cloaking Device: The cloak is now as good as it is in the AVP movies, very hard for marines to see. But different light shades tend to show the curves in the cloak and when a predator is injured its blood can be seen on the cloak for a few seconds before it turns invisible, thus this helps greatly in seeing the predator and is vital for marines to stand a chance. The cloak is useless against aliens. Stepping in water no longer decloaks but does make a lot of splashing. The following causes the predator to decloak; completely submerged in water, is hit by EMP grenades, is in use of self destruct or in use of Medi Comp. Plasma weapons no longer decloak the predator as there is only one plasma weapon, the Plasma Caster. When a decloak happens a good 10 seconds before a predator can cloak again. The cloak no longer uses energy, so in saying so the predator can stay cloaked forever (as there is no energy). Cloaking no longer scrambles the vision modes, which was quite pointless because it didn’t do anything, and was never seen in the movies.
Medi Comp: This allows you to heal yourself. Different this time around, now it doesn’t use energy anymore as there is no energy and has unlimited uses. It’s a lot different then the medic kits that marines have, it’s used on yourself while the marines use med kits to revive each other and cannot use it on them selves. But the disadvantages are the Medi Comp cannot be used on other predators, takes some time to use it depending on how severe the injuries are, makes a lot of noise revealing your position, must be completely stationary while using it, if your attacked while using it you gain no health and while using it you are decloaked (thus Medi Comp has many disadvanges balancing it out).
Energy Supply/Energy sift device: Predator does not have the energy sift device anymore, as there is no energy. Cloak doesn’t use energy anymore, it can remain on forever but isn’t as good as before has a lot of downsides and isn’t as useful. Plasma weapons don’t use energy, as there’s only one plasma weapon and that’s the plasma caster which has unlimited ammo but it over heats quickly. The predator’s battle suit has sufficient energy for its cloak and the use of its plasma caster and other functions without need of worrying about it “running out”.
Wrist Computer: You equip it like a weapon. Primary attack is the Charge Emitter, used to over ride doors or electrical systems like the marines hacking device. Secondary attack will project a map of the immediate surroundings, ala AVP movie.
Predator Mask: It allows zoom, vision modes and a targeting device for the plasma caster (Only has 2 vision modes besides the predators normal vision as opposed to the previous 4 visions) The mask also adds protection from incoming hits, taking away all damage done to the head, making the predator very hard to kill because it can’t take head damage but each hit to the mask has a chance to get it blown off. Also when the mask is blown off the predators hearing is very high pitch, and sees all red. (A less sensitive heat vision) the hearing makes all the sound distorted so a predator with out a mask is at a big disadvantage.
__________________
"Blood is a Passion".
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01-20-2010, 05:25 PM
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#9
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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Weapons
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1. Wrist Blades: The Predator’s most basic weapon (as in all predators have this weapon no matter what) it no longer has a standard swing but like all melee weapons primary attack plus a direction swings in that direction. Left does a left swing, right reverses the blade and swings it right (as seen in the AVP movie) forward gives a thrust and backward gives an uppercut. But its short range, upside its very powerful, (more powerful then the marines knife) and usually kills in two hits but has a slow attack speed. Secondary attack fires the blades out as per AVP movie. If fires all wrist blades out it attacks with fists, not as effective with out the wrist blades.
2. Combi Stick: This is the easiest weapon to use making it a predator favorite, it has much longer range then wrist blade and does more damage. This weapon uses the same directional attacks. Left plus attack does a left swipe, right ect, forward does a thrust which is deadly one hit kill, backwards does an over head which can slice off limbs. Secondary attack of Combi Stick is to throw it. Very deadly like the thrust is except once thrown must be retrieved.
3. Shuriken: This is the 6 bladed thrown weapon that featured in the AVP movies. It will act like a boomerang by coming back to you and bounces off walls. Once thrown you no longer change weapons as the disc did, but you wait till it comes back but the advantage is the Shuriken moves very fast. If you choose to change weapons while it’s thrown you cannot catch it so it will get stuck in a wall instead. Secondary attack does a melee swipe with it; this melee swipe isn’t as effective as the Wrist Blade or Combi Stick.
4. Whip: It extends from several connected metal joints, once extended these metal joints are movable and are razor sharp (this is from the AVP Requiem movie). It acts as a whip which has long range but attacks slowly; primary attack does slow attack which once hits traps the enemy then pressing primary attack again pulls the whip back slicing the enemy into ribbons. Holding down secondary attack and moving the crosshair will swing the enemy around into other enemies. Once hit with the whip there is no escaping unless the predator dies before can pull the whip back, thus as marines work as a team its not effective against them (that and the whip has slow attack speed).
5. Plasma Caster: The plasma will no longer “follow” the enemies. Instead when you have a target the shoulder canon will track the target and when you fire (it will move much faster than in AVP2) and it will be fired so that if the target continues moving in the same direction and speed, it will strike the targets centre of mass. If they move in a different direction in the second or two, it will miss depending on how close they are. It no longer de-cloaks you when you fire. When you have a target, players can see the 3 laser dots on your mask, and on the target. Also, it doesn’t “explode” like it does in AVP2; it is more of a “penetrating” weapon rather than splash damage. You can also charge it holding down the fire button and letting go, its secondary fire is to fire your second plasma caster (if you have a second one). Because it does not decloak, to track the predator you must see where the shot came from, because the plasma bolts can be seen when moving. But move a lot faster than they did in AVP2. This is the only plasma weapon the predator has; it doesn’t use energy instead it has unlimited ammo but over heats instead. Every time you fire the plasma caster a heat bar comes up, the heat bar increases when you fire and decreases when you don’t. If the heat bar reaches the red zone the plasma caster explodes, becoming unusable. The predator may carry two plasma casters, but in multiplayer starts with only one and can earn the other with a trophy (like in the AVP requiem movie).
6. Net Gun: Instead of a separate weapon, the net gun is now integrated into you wrists computer as it is in AVP the movie (There is a quick key to this instead of a separate weapon, thus pressing that key is a fast way to fire the net gun). Once fired, they move more rapidly than in AVP2, they engulf the target and push them into a wall. Marines must knife their way out of it but if stay in it to long will be killed, while aliens remain in it and as the net tightens their acid blood will free them at the expense of some health.
7. Self Destruct Device: This is a powerful suicide weapon. Has a large blast radius but any objects in the way will protect others. The blast can be seen as it will engulf with large blue plasma. Hiding behind objects will protect you from it. It will kill everything and anything caught in the blast. It takes 10 seconds for it to explode and decloaks you. It can be armed on your person or may be removed and then armed. If on your person you make lots of noise as you laugh that is a warning sign that alerts everybody around you. And it causes a big light to come out making you visible from far away. Even if you die when you activate it, it will still happen. But it takes about 3 seconds to arm and if you’re attacked while arming it you fail to arm and have to try again. It can be activated at any time, but is quite pointless to kill your self for no reason as the blast is not powerful enough to get the entire map, just small portion of it unless it’s mainly out doors (perhaps about 20 meter effective range so in this way it wont be to powerful). If you detach the device and throw it, so it can be used as an aggressive maneuver rather than defensive, the down side of doing this is it’s considered the highest dishonor of using your self destruct device and not sacrificing your self. If you use the self destruct device and survive the round any trophies you got that round are not counted. (In this way you won’t get any round bonuses, so don’t use the self destruct unless you need to). Primary attack arms it, while secondary attack arms it and throws it.
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"Blood is a Passion".
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01-20-2010, 05:25 PM
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#10
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Undefined
TheUnbeholden is offline
Join Date: Jan 2010
Posts: 11
Level up: 60%, 20 Points needed |
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Abilities
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Speed/Stamina: You use stamina when leaping, which is a large jump used for navigating obstacles and jungles. Now it has a bar that shows your stamina so you know when you can use it again. Stamina is also used for breathing underwater. But if predators have their mask on, they don’t use stamina while underwater (so it acts as a breathing apparatus). Predators can run at high speeds with out tire. Predators can now leap forward as well as upward, as seen in predator movies. To leap forward simply jump while running forward and to leap upward press crouch plus jump. When a predator runs out of stamina it looses health while underwater if doesn’t have mask on and cannot leap until stamina regenerates back. Predators default movement speed is very fast, faster then a marine but can move slowly to sneak up on enemies (so now predators can easily run up to marines and melee attacks successfully, where as in AVP2 the predator can never even get close). Predators can fall great heights with out injury.
Grabbing: Instead of making trees in the game “platforms” the predator will “grab” onto strong branches if you leap and look at them, so you can still walk around the tree tops. But it will make it a lot easier to get onto branches. You cannot fall of branches instead if you’re attached to branches so you cannot fall off. To unattached you’re self you must jump.
Visions: The predator can cycle threw its visions; there are 2 visions modes plus its normal sight. Thermal vision sees heat. Screen is blue and reveals heat with red which is for seeing marines but sometimes can get blinded when other heat sources are near (such as from steam pipes). The EM vision sees electrical currents. Screen is black and reveals electrical currents in green which is for seeing aliens but a predator can get blinded if there are other electrical currents around (like from near by electrical equipment). Your other predator friends can be seen in both heat vision and electrical vision because predators give off heat like humans and a predator’s battle suit gives off electrical currents. The third vision is the normal predator sight which is a less sensitive heat vision (sees everything red), it’s not developed for seeing on other planets besides the Predators home planet thus it’s hard for them to see. The only reason why predators would want use their normal vision is if their mask is blown off.
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Gameplay Tweaks
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Carry Loud: The predator’s battle suit allows him to carry all the weapons in the arsenal. Clever small compact weaponry and suit placed holders allow a predator to contain every single weapon (predators are feared to be a walking tank).
Trophies: The predator may take the head and spine out of its victim to collect trophies. This has a big purpose unlike before, in multiplayer every trophy you get you earn a weapon. All predators start off with the Plasma Caster, Wrist Blade and Self Destruct Device but can earn a new weapon with every trophy gotten. A predator can also drag corpses away like the alien can, so the predator may take the trophy in a secluded spot to do this simply press the activate button. But holding down the activate button long enough when facing a corpse will begin to “claim trophy” this process takes 10 seconds or so and is vulnerable to be attacked until complete, once head is taken as a trophy next round depending on how many trophies you have depends on how many new weapons you can choose. (All weapons are balanced out to make it fair)
Health: Predators have a different health system. They have 4 green bars. When a predator sustains enough damage one bar will be go dark. When all bars are dark the predator dies. So if the predator does not take enough damage to loose a bar it will regenerate back. Using Medi Comp will regain all the bars you lost. Not only that but predators does not take damage on the head area, because of their mask, but can be shot off. Also when predators are injured they leave trails of blood, so like the predator movies you can follow the trail to their location. Predator blood also glows in the dark so it can be seen even in these dark situations.
Old Guns: The removal of the Energy Flechette, Remote Bomb, Plasma Pistol, Spear Gun and Smart Disc. These weapons were either replaced, un-predatorish or were whored in AVP2. The Remote Bomb would not have been used by a predator, they are subtle and stealthy and an explosive doesn’t fit the mold. Plasma Pistol was whored in multiplayer and more of a war weapon than a hunting weapon (predators don’t use war weapons when in hunting). Energy Flechette is the idea of plasma using weapons to be plenty of them, using the suits energy and declaoking the predator by use is a bad idea (in the movies the plasma caster does not decloak the predator and is the only plasma weapon). The Spear Gun is replaced by the Wrist Blades being able to be fired out, while smart disc replaced by Shuriken.
Multiplayer: Predators don’t have classes in multiplayer unlike marines but you earn weapons with every trophy you collect starting out with all the “necessities”. All predators start with the wrist blade, self destruct, plasma caster and all the predator equipment. Then you may choose a new weapon at the end of a round for each trophy you got. Predators are whatever they choose to be good at, thus allowing you to have your own customized predator but must work hard to get better weapons. All predators cannot use weapons of his fellow dead predators. (Predators have honor, and it is a dishonor to use another fallen predators weapons so this balances out). The 5 weapons to get once a trophy is gotten are Net Gun, Shuriken, Combi Stick, a second Plasma Caster and Whip. But these are round bonuses, if you die in a round you loose all the new weapons you earned. You only get new weapons if you survive the round with the trophies; if you die then you’ll have to start over again next round getting the new weapons. Each round your predators looks change, depending on how many trophies you have. Rookie predators skin to begin with, the classic looking predator. Then as each round passes as you get trophies you get an elder predator look, having more skulls hanging off your suit, different looking mask.
__________________
"Blood is a Passion".
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