Tech Levels Idea - Community Ideas

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Tech Levels Idea - Community Ideas

Post by TopHatPenguin » 24 Apr 2015, 11:23

So as the title says this thread does exactly that.
If you guys like the ideas them as suggestions if you don't like them don't make them suggestions.
The Thread is for Community suggestions if you aren't sure about and just want to talk to people about them.
Next things to do are :
( Marine tech will still be open for suggestions but for now it is quite full compared to the alien one so I am going to temporarily close it )
1) Finish off alien Tech
2) decide how many levels of the tech meter there would be.
3) Decide at what unlocks at each level
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Tech Levels Idea: My first idea is for after the conversion and it will be---------------> ( This could either be built in to every round or have it as a mission) A Upgrade system for both marines and Aliens with technology.
This idea would work by at the start of the round each team would get a technology bar or something like that on the hud this bar would fill up when either side did something to progress their teams science level such as create a attachment or create a resin vine trap for example.

For the marines to fill this meter they would need to do your average deconstruct and reconstruct to make better items but instead of having research make lasers guns with platinum and gold maybe have it as attachments for weapons and bullet upgrades made out of metal glass and chemicals.( I am yet to decide the order of these items in the research queue) After the conversion I know there will be a autopsy option for the scientist to do but I feel that if we added this it would
add a sense of progression.

For the Aliens to fill the meter they will need to ( haven't decided on how they will gain technology yet but I will just leave this down to you guys)

Need feedback on this as soon as possible so I can add/ get rid of parts you people want and don't want.

Community Ideas For This :

MrJJJ-

So lets give them something
so if they reach certain amount of tech they can get
1.Jelly access
2.More castes
3.Special upds
4.Faster egg production/Impregmentation

Infernus-
A) Making it a gamemode where tech points transfer at round end and resets each week would be a nice idea, but hard to code.

B) Keeping it in the current gamemode is .. i dunno. Marines will definitely be able to research for new equipment and such, but aliens already have some sort of the system for evolution and expansion.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
MARINE TECH UNLOCKS [For Now Completed] : i'm thinking for marines tech level we can have in it....

1-*Modified ammo like Pmcs but different (Decide amongst yourselves) - Modified ammo would provide bonuses but would also have a drawback like it would have to be 20 bullets for a rifle as max with modified ammo. ( i'm using a rifle as a example just because I use it a lot)

2-*Gun Attachments for any gun - The attachments would be like a extra clip or something which would add like 10 bullets if it was equipped to the rifle but make it a slower fire rate.

3-*A alien trap- So either a type of alien bear trap or maybe a harpoon net gun ya know what I mean

4-* Claymores ( As in the mine not the Scottish broadsword)- So instead of how the standard mine works now this would go off no matter what steps on it so it could be used in PMc rounds etc. - Aeleto

5-*Turrets- So a sentry turret to kill aliens would have good firepower but need regular top ups on ammo-CoronelJones

6-*Spas 12/AutoShotgun- So would have limited bullets and do less damage then regular shotgun but fire rate is increased-CoronelJones


7-*HackingTool- So basicly it would hack a door and maybe the user would have to do a mini-game I believe this subject has been touched upon before but i'll just add it-CoronelJones

8-*Facehugger Resistant Helmet-So this is basicly your average hardsuit helmet but just sprited to be a marine version of it with a attachable flashlight on the side.( This would also mean that removing the hardsuit helmets from nostromos besides the CE one ,would be ok)-CoronelJones

9*-40mm grenades- These would be used on the standard issue marine rifle but would have to be unlocked before use in the field.The grenades would do less damage then normal grenades but still be useful.-Joshuu

10-*Heavy Armor- More resistance to attacks but slows the player down quite a bit
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- MARINE TECH LEVELS : Level 1 Unlocks :

Level 2 Unlocks :

Level 3 Unlocks :

Level 4 Unlocks :

Level 5 Unlocks :

Level 6 Unlocks :

Level 7 Unlocks :

Level 8 Unlocks :

Level 9 Unlocks :

Level 10 Unlock :

( Work In Progress)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ALIEN TECH UNLOCKS: As a not frequent alien player I am not really sure what to add for the alien unlocks. ( Community can ya think of unlocks)

1-*The queen upgrades - So the Queen after some tech levels have passed could go stationary and gain some benefits for this and the obvious disadvantage of it not being able to move.- Joshuu


2-*Vines - The vines would be used to block marines sight but would slow down both teams when they enter in - Aeleto


3-*Extra Castes - So after a certain tech level is reached new castes would be available such as the crusher ( If the crusher doesn't get implemented into the normal rounds ya could have it here.)- Community in general


4-* Healer/Regenerator Structure- so its basically a very expensive thing, which when you place, will heal any xenos who will touch and stand still, any moving or actions will make it stop increased health regen for aliens or healing them, if they get shot it gets canceled too.- MrJJJ


5-*The Resin Trap- When a marine or a human or anything (expect xenomorph)will step on it, they will recieve damage to leg and be legcuffed (that what happens when you step on beartrap, but this one cant be removed, it only removes itself after some time, otherwise it would be useless)- MrJJJ


6-*The facehugger improvements- So basically, the queen can only do this but, she can make them either have more health (so they wont die from 2 leaps when not used by aliens on helmet or from just 1 shot from marine, but in return either damage against helmets decrease or they will do slower impregnation) or giving more damage to helmets but lower health or slower impregnation, or faster impregnation but less damage or health.- MrJJJ


7-*Egg producer- So if there is no queen or etc, this super expensive thing (hivelord only, 1000 plasma or so) can be build and it very, very slowly makes eggs which are less effective than queen ones.- MrJJJ


8-*Plasma Storage- It can hold maybe 2000 or so plasma, so any alien that touches it will get a option to withdraw or deposit it, they can also see how much it holds right now.- MrJJJ

9-*A Wall Locker Hidey Hole- So basically it would be a wall which would look the same as a normal wall but aliens can open and close it like a locker and marines can't unless they destroy said wall locker.-speedybst


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ALIEN TECH LEVELS :
Level 1 Unlocks :

Level 2 Unlocks :

Level 3 Unlocks :

Level 4 Unlocks :

Level 5 Unlocks :

Level 6 Unlocks :

Level 7 Unlocks :

Level 8 Unlocks :

Level 9 Unlocks :

Level 10 Unlock :

( Work In Progress)
Last edited by TopHatPenguin on 05 May 2015, 18:31, edited 34 times in total.

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Re: This is a thread of me chucking around ideas

Post by MrJJJ » 24 Apr 2015, 11:33

Aliens: Hmmm....Auto gathering of plasma...plasma gatherer?

Or maybe a thing which they plant, auto gives them tech bar and the more they build the better but it gives penaltys?

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Re: This is a thread of me chucking around ideas

Post by TopHatPenguin » 24 Apr 2015, 12:07

MrJJJ wrote:Aliens: Hmmm....Auto gathering of plasma...plasma gatherer?

Or maybe a thing which they plant, auto gives them tech bar and the more they build the better but it gives penaltys?

Yeah I like the plant idea.. that could be cool still hoping more people will share their opinions though.

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Re: This is a thread of me chucking around ideas

Post by MrJJJ » 24 Apr 2015, 12:20

Honestly, how about it all starts with this...
Marines have standard gear only at beggining
Aliens have only normal and queen aliens and she cant produce jelly yet
Marines would research stuff and etc, while aliens would build those wierd things around which would somehow either
1.Plant a hivemind thing, which will start to give out tech points
2.It just auto get
3.They get tech points for capturing a marine, then bringing them to a hivemind thing, which will give them a lot of tech points but will either gib the marine or something, maybe allows some marines to respawn?

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Re: This is a thread of me chucking around ideas

Post by Felkvir » 24 Apr 2015, 12:21

I dunno ... Aliens were never really supposed to be that incredibly advanced. But in marines, well ... They're humans. Possibilities are pretty much endless. Aliens have possiblities too but they don't reach the level of advanced i think that SS13 humans can. Besides, aliens don't have technology .. They just have their instincts and relentless reproduction cycle.

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Re: This is a thread of me chucking around ideas

Post by MrJJJ » 24 Apr 2015, 12:26

So lets give them something
so if they reach certain amount of tech they can get
1.Jelly access
2.More castes
3.Special upds
4.Faster egg production/Impregmentation
Its preety hard to come for tech for aliens unlike marines...

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Re: This is a thread of me chucking around ideas

Post by Infernus » 24 Apr 2015, 12:36

Well;
A) Making it a gamemode where tech points transfer at round end and resets each week would be a nice idea, but hard to code.

B) Keeping it in the current gamemode is .. i dunno. Marines will definitely be able to research for new equipment and such, but aliens already have some sort of the system for evolution and expansion.

I'll post later if I came up with a solution of some sort.

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Re: This is a thread of me chucking around ideas

Post by MrJJJ » 24 Apr 2015, 13:00

Infernus wrote:Well;
A) Making it a gamemode where tech points transfer at round end and resets each week would be a nice idea, but hard to code.

B) Keeping it in the current gamemode is .. i dunno. Marines will definitely be able to research for new equipment and such, but aliens already have some sort of the system for evolution and expansion.
a) Nothing to say
b) They do...?
I am not sure, but i am preety there is like...none

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Re: Community Ideas That you want to test with us before you suggest them

Post by TopHatPenguin » 24 Apr 2015, 15:52

i'm thinking for marines tech level we can have in it....

*Modified ammo like Pmcs but different (Decide amongst yourselves) - Modified ammo would provide bonuses but would also have a drawback like it would have to be 20 bullets for a rifle as max with modified ammo. ( i'm using a rifle as a example just because I use it a lot)

*Gun Attachments for any gun - The attachments would be like a extra clip or something which would add like 10 bullets if it was equipped to the rifle but make it a slower fire rate.

*A alien trap- So either a type of alien bear trap or maybe a harpoon net gun ya know what I mean

Can't think of anymore but what do ya think ?

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Re: Community Ideas That you want to test with us before you suggest them

Post by coroneljones » 24 Apr 2015, 16:28

Code in the Angry infantry..FOR REAL!

-Tourretes that wont stun you(Maybe)
-Hulk(Maybe)
-Melee Weapons
-Angry Marine Armor
-Other things

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Re: Community Ideas That you want to test with us before you suggest them

Post by Felkvir » 24 Apr 2015, 16:31

coroneljones wrote:Code in the Angry infantry..FOR REAL!

-Tourretes that wont stun you(Maybe)
-Hulk(Maybe)
-Melee Weapons
-Angry Marine Armor
-Other things

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Re: Community Ideas That you want to test with us before you suggest them

Post by coroneljones » 24 Apr 2015, 16:37

And tech stuff
-Turrets
-Automatic shotgun
-Hugger resistant (Maybe also one with an inbuilt flashlight later?) Marine helmet
-Marine hacking tool,Not tools,Just a single tool"THink one code has a "Door Debugger" maybe simmilar" Like the AVP games one

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Re: Community Ideas That you want to test with us before you suggest them

Post by SecretStamos (Joshuu) » 24 Apr 2015, 17:00

Maybe (weak) 40mm grenades for the M41a?

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Re: Community Ideas That you want to test with us before you suggest them

Post by TopHatPenguin » 24 Apr 2015, 17:04

SecretStamos (Joshuu) wrote:Maybe (weak) 40mm grenades for the M41a?
As a type of attachment for a gun ?
like a under grenade launcher ?

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Re: Community Ideas That you want to test with us before you suggest them

Post by SecretStamos (Joshuu) » 24 Apr 2015, 17:10

Osalaa Wooki wrote: As a type of attachment for a gun ?
like a under grenade launcher ?
Actually, by default the M41a has a grenade launcher built in. It's present on the sprite, but it has no functionality in-game.

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Re: Community Ideas That you want to test with us before you suggest them

Post by TopHatPenguin » 24 Apr 2015, 17:14

Actually, by default the M41a has a grenade launcher built in. It's present on the sprite, but it has no functionality in-game.
Hmm ok so not a exactly a tech level more of a current thing ?

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Re: Community Ideas That you want to test with us before you suggest them

Post by SecretStamos (Joshuu) » 24 Apr 2015, 17:20

Osalaa Wooki wrote:Actually, by default the M41a has a grenade launcher built in. It's present on the sprite, but it has no functionality in-game.
Hmm ok so not a exactly a tech level more of a current thing ?
I figured the launcher would be there by default, but the 40mm grenades (the ammo) would have to be unlocked.

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Re: Community Ideas That you want to test with us before you suggest them

Post by TopHatPenguin » 24 Apr 2015, 17:25

i'll add it on
Added

Next things to do are :
( Marine tech will still be open for suggestions but for now it is quite full compared to the alien one so I am going to temporarily close it )
1) Finish off alien Tech
2) decide how many levels of the tech meter there would be.
3) Decide at what unlocks at each level

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Re: Community Ideas That you want to test with us before you suggest them

Post by crazyh206 » 24 Apr 2015, 18:22

Would be good after a while for the marines to actually create their own xenos such as this king http://avp.wikia.com/wiki/Rogue
meaning marines can have their own little xeno pet bio weapon which can either go out of control or stay under marine control and actually fight the xeno scum or just add this for events maybe?

And anyway for alien tech could have queens able to evolve into the 2 other queen castes starting of with the empress which is higher then standard queen and then could have one more queen able to spawn which is subordinate to the empress and then after a while the empress can evolve into a queen mother reigning over all but the queen mother has a special canon ability which i think would be hard to implement as she can control humans through well her telepathic abilities

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Re: Community Ideas That you want to test with us before you suggest them

Post by TopHatPenguin » 24 Apr 2015, 18:28

crazyh206 wrote:Would be good after a while for the marines to actually create their own xenos such as this king http://avp.wikia.com/wiki/Rogue
meaning marines can have their own little xeno pet bio weapon which can either go out of control or stay under marine control and actually fight the xeno scum or just add this for events maybe?

And anyway for alien tech could have queens able to evolve into the 2 other queen castes starting of with the empress which is higher then standard queen and then could have one more queen able to spawn which is subordinate to the empress and then after a while the empress can evolve into a queen mother reigning over all but the queen mother has a special canon ability which i think would be hard to implement as she can control humans through well her telepathic abilities

i'm thinking for rogue it could be more of a event thing as if it went on marine side it would be pretty op.

For the queen ides lay them out like this:
(Because it is kind of hard for me to understand what ya want me to add for the alien unlock)

*This is what I want....

* I would like the queen to be able to 360 ( Example)

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Re: Community Ideas That you want to test with us before you suggest them

Post by TopHatPenguin » 24 Apr 2015, 19:46

I've been thinking more on the subject of the tech levels and I have decided on having from 1-10 levels 1 being the lowest teach level and 10 being highest now I just need you guys to help with what unlocks at which tech level for marines.
I Need One Last Marine Unlock !!!:

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Re: Tech Levels Idea - Community Ideas

Post by MrJJJ » 25 Apr 2015, 03:17

Hmmm....
Either
1) Armor-piercing rounds- Increased damage, decreased total ammo, increased recoil, decreased firing speed (because point blank shots in 0.1 seconds would be op)\
2) Improved Shield- More chances to block but slows you down a lot.
3) Heavy Armor- More resistance to attacks but slows the player down quite a bit
4) Siege Cannon- A preety big and super expensive thing, which requires a lot of energy to use and has to often be recharged/reloaded, but it obliterates resin/aliens and etc but does not affect anything that is not alien (just so we wont have siege cannons piercing everything, even walls and windows, creating breaches, but it will destroy tables anything like that, and does not affect floor too)
5) Attachments- A clip attachment, which gives more magazine, but slows you down a litle bit, a shotgun attachment, which deals 30 or so damage or maybe more,again, slows down, a grenade attachment which stores small grenades that do moderate damage but do not knock anything on its ass and has small explosive radius, slows down more, or if you want, scope attachment maybe? decreased recoil? idk, or maybe something that can make bullets go faster?
maybe for aliens
1) Healer/Regenerator Structure- so its basically a very expensive thing, which when you place, will heal any xenos who will touch and stand still, any moving or actions will make it stop increased health regen for aliens or healing them, if they get shot it gets canceled too.
2) The Resin Trap- When a marine or a human or anything (expect xenomorph)will step on it, they will recieve damage to leg and be legcuffed (that what happens when you step on beartrap, but this one cant be removed, it only removes itself after some time, otherwise it would be useless)
3) The facehugger improvements- So basically, the queen can only do this but, she can make them either have more health (so they wont die from 2 leaps when not used by aliens on helmet or from just 1 shot from marine, but in return either damage against helmets decrease or they will do slower impregnation) or giving more damage to helmets but lower health or slower impregnation, or faster impregnation but less damage or health.
4) Egg producer- So if there is no queen or etc, this super expensive thing (hivelord only, 1000 plasma or so) can be build and it very, very slowly makes eggs which are less effective than queen ones
5) Plasma Storage- It can hold maybe 2000 or so plasma, so any alien that touches it will get a option to withdraw or deposit it, they can also see how much it holds right now.

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Re: Tech Levels Idea - Community Ideas

Post by TopHatPenguin » 25 Apr 2015, 09:12

So Marine Unlocks Are Completed Now to just fill up Alien the remaining Unlocks and decide where each unlock would go on the levels.

I Need Two Last Alien Unlock !!!:

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Re: Tech Levels Idea - Community Ideas

Post by TopHatPenguin » 25 Apr 2015, 09:13

MrJJJ wrote:Hmmm....
Either1) Armor-piercing rounds- Increased damage, decreased total ammo, increased recoil, decreased firing speed (because point blank shots in 0.1 seconds would be op)\
2) Improved Shield- More chances to block but slows you down a lot.
3) Heavy Armor- More resistance to attacks but slows the player down quite a bit
4) Siege Cannon- A preety big and super expensive thing, which requires a lot of energy to use and has to often be recharged/reloaded, but it obliterates resin/aliens and etc but does not affect anything that is not alien (just so we wont have siege cannons piercing everything, even walls and windows, creating breaches, but it will destroy tables anything like that, and does not affect floor too)5) Attachments- A clip attachment, which gives more magazine, but slows you down a litle bit, a shotgun attachment, which deals 30 or so damage or maybe more,again, slows down, a grenade attachment which stores small grenades that do moderate damage but do not knock anything on its ass and has small explosive radius, slows down more, or if you want, scope attachment maybe? decreased recoil? idk, or maybe something that can make bullets go faster?
maybe for aliens

1) Healer/Regenerator Structure- so its basically a very expensive thing, which when you place, will heal any xenos who will touch and stand still, any moving or actions will make it stop increased health regen for aliens or healing them, if they get shot it gets canceled too.
2) The Resin Trap- When a marine or a human or anything (expect xenomorph)will step on it, they will recieve damage to leg and be legcuffed (that what happens when you step on beartrap, but this one cant be removed, it only removes itself after some time, otherwise it would be useless)
3) The facehugger improvements- So basically, the queen can only do this but, she can make them either have more health (so they wont die from 2 leaps when not used by aliens on helmet or from just 1 shot from marine, but in return either damage against helmets decrease or they will do slower impregnation) or giving more damage to helmets but lower health or slower impregnation, or faster impregnation but less damage or health.
4) Egg producer- So if there is no queen or etc, this super expensive thing (hivelord only, 1000 plasma or so) can be build and it very, very slowly makes eggs which are less effective than queen ones
5) Plasma Storage- It can hold maybe 2000 or so plasma, so any alien that touches it will get a option to withdraw or deposit it, they can also see how much it holds right now
ADDED

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Re: Tech Levels Idea - Community Ideas

Post by UnknownMurder » 25 Apr 2015, 10:46

Just giving my piece here...
This would possibly lead to Rambo Marines going alone at a highest tech level at low tech aliens.

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