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Couple of days a go i was talking about mods in TW with a buddy of mine, he suddenly said: "you know what would be interesting, seeing someone do a alien vs predator vs colonial marines mod and working that into the tiberium game system"

 

Now, i don't really have a plan to start such a mod but i have been thinking about the mechanics of it.

 

So just for fun, and open to all who want to contribute to the idea of it:

 

Post your thoughts here on how you would create the avp universe and how you would use/convert the TW engine functions into achieving such thing.

 

I was thinking:

 

Resource system:

Colonists: each map has a colony like complex the size of a tiberium field, it spawns and replaces drone like colonist that wander near the hub/spawner.

 

*Colonial Marines: Can capture these neutral hubs, the drone-colonist become part of the CM faction and they basicly function like walking tiberium spikes generating cash over time. The more colonist alive the greater the income. Late game building can be some sort of supply pad that drops resources to generate cash.

 

*Xenomorph: Xenomorphs produce facehuggers for free..facehuggers basicly use the attach module to attach to anything living, first draft of idea is to have the facehugger fire a constant weapon in a verry short radius (radius=1 or 2) that weapon kills the parent its attached too. Only 1 attached per parent. All living units have a deathtype related spawn....colonist spawn basic low level drones, marines spawn warriors, predators spawn predaliens, critters spawn dog aliens etc. xenomorphs quen uses the mcv mechanic: start deployed with a egg sack attached, can redeploy into a massive combat (after tech/evolution upgrade), the queen spawns facehuggers but also houses the research, worker drones can be upgraded to spawn facehugger eggsacks near colonist hub, facehuggers using the attach logic automaticly attach to colonist.

 

*Yuatja(predators): Predators start of with young bloods, wich function as workers. they use the harvester logic to go after colonist(colonist get the tiberium kindof etc to make the engine think its resource). Colonist contain a little resource, young bloods need to harvest(animation looks like attack) several colonist to fill up, 100% full modelconditionstate allows to activate a upgrade from young blood to warrior. Or just depositing the resource collected gives cash but not much(low value), but always enough to train a young blood or so. (consider the cash flow Battle points/honor points) Warriors get a bounty salvage/bounty logic that gives cash(honor points) when they kill xenomorphs or marines. When predators kill units those units drop a husk(husk can be entered by a facehuger also and spawn apropriate xenomorph unit), this husk can be targeted by a specialpower each predator has: based of the avatar upgrade system the predator gets a upgrade like armor or dual plasma caster etc ,depending on the husk targeted. the animation efffect is that of taking a trophy, uses transistion states between modelconditions and hide/show meshes to show correct alien/human spines being ripped out.

 

So youngbloods are cheap and can be uses to farm colonist cash, but the idea is to upgrade a young blood into a warrior when having a full resource load and balancing the income from harvesting out with turning youngbloods (weak infantry) into stronger warriors.

 

 

Army composition:

 

*Colonial marines: The more classic bread and butter units.

Marine: basic infantry unit start with rifle, can be upgraded through research into different weapon loadouts: flamethrower, grenade launcher, shotgun

Tech sargeant: engineer like, can capture colonist hubs, deploy sentry guns, has iconic beeping stealth detection, sub machine gun weapon or such

Officer: tougher , starts with a smartgun has rocketlauncher, laser..all through research/upgrades, can call for support or so

 

Vehicles: drops ships, gunships, apc and other human goodness.

 

*Xenomorphs: workers(fast, weak, can spawn egg sack on cooldown with upgrade) spawn from colonists, warriors(basic combat unit can go solo basic marines/youngblood/workers in one-on-one) (spawn from marines/youngbloods/workers killed by facehugger weapon or from respective husks dropped by the enemies units), pretorians (heavy unit)spawns from warriors/sargeants/xeno warriors. Alpha xeno(fast, lethal, can spread biomass on vehicle husks)(spawns from marine officers and xenos themself), predalien(spawns from elites)(stats same as alpha, just looks different).

 

Alphas can barf biomass over vehicle husks, biomass births heavy alien quadpedal units and winged units or so.

 

Xenomophs basicly convert kills into more units.

 

Predators: Youngblood(harvester/basic combat unit, upgrades into warriors), youngbloods ar fast, melee units. Warriors are tougher and get a single plasma caster. Elites start with the same weapon layout as warriors because they upgrade out of them with enough experience or a thropy kill/upgrade, but elites get access to special abilites like a net throw that damages and paralizes units, and maybe a anti vehicle heavy plasma cannon or such.

 

Predators will have access to hover like vehicles at later stage of the game.

 

Like i said just for fun. If i would do a AVP mod i would think along the lines of this. Using spawn mechanics and creative use of harvesting to mimic a AVP universe.

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