Origins: An idea for a new gamemode

Generic, on-topic discussion about Colonial Marines.
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Moon Tune
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Origins: An idea for a new gamemode

Post by Moon Tune » 25 Feb 2017, 06:58

Foreword
I know that similar ideas have been stated in about two other threads, one of these being posted in the general suggestion section, wich is against the rules. None of them have been taken serisous yet so I just wanted to give my own idea on how the gamemode would play out. Since most players on here agree that LORE < GAMEPLAY, the gamemode will differ a bit from what we know of the ice colony to better balance out the gamemode. The entire gamemode would of course require a change of the Ice Colony itself, making it into a viable place to live and work in. Have fun reading!

Origins, a gamemode that recreates the events that occured on the Ice Colony before Weyland Yutani recieved the distress signal from their colony.

Introduction
This can't be happening, you thought to yourself, as you lay your eyes on the body of your co-worker. The researchers explicitly announced that noone may enter the excavation site. They and the security staff made themselves clear that anyone who disobeyes this prohibition would recieve severe punishment. It was for our own safety they said. But nothing could have stopped James from returning to the site. He knew about the phoron vein that was located there, since he was one of the miners that worked at the excavation process. James hated this isolated wasteland more than any of us and he made a deal with the Quartermaster to retrieve the phoron in turn of a measly recommendation to transfer him off this iceball. Now he lay before you on the operating table, his eyes torn open in shock, while is whole body was shacking uncontrollably. His mouth was wide open, yet no scream escaped from it. You slowly moved your eyes to the chest, well what remained of it anyways. It had been torn open from the inside, the rips facing upwards. And there it lay in the sea of blood. Drenched in red like the devil himself. It opened its jaw, emitting a low growling screech that shocked you to the bones.
'Shot that thing,' the doctor screamed. 'Shot it already.'
The security cadet laid his clumsy hands on the holster of his small holdout pistol. White as a sheet, he drew the gun. His whole hand shivered terribly and the inevitable happened. With a metalic hit the pistol fell on the white floor of the medical wing. Any effort to pick the weapon up again would have been futile by now. The last thing you saw from the worm-like creature, was its tail disappearing in the vent, leaving behind a thick trail of blood.
This can't be happening, you thought to yourself again ...

The Alien
Difficulty: Hard
Supervisors: Queen Mother on the Xenomorph homeplanet
Duties: Spread the infestation

The objective of the Alien is to implant hosts and kill anyone on the colony. The Alien(s) have won a major victory if they manage to completely wipe out the colony without the colonists managing to send the distress signal. This gamemode will be more similiar to the vanilla Xenomorph gamemode, in there being only one larva at the beginning. The role of the starting larva should be a whitlisted one. So only a experienced xeno player who knows what they're doing may play as the original larva.
A player will then at the start of the round be randomly picked as the host for the larva, the host can be anyone ranging from the normal personnel to the commander of the colony. This player will not be informed in any way about his infection. Even the signs that indicate a infection should be removed so that it will hit him unexpected, without him going to populated places as soon as he notices the infection. As soon as the larva emerges from the body of the host the whitelisted player will take control of the xenomorph. From here on out the larva is on its own to wipe out the colony and grow into a big and strong alien. I have three ideas on how the lifecycle of the xenomorph will continue:

Eggmorphing:
A new process, to the server, to produce facehuggers. In a horrifying act the alien can cocoon a victim to transform its organic material into a xenomorph egg, producing a facehugger to further spread the infestation.

The Vanilla way:
The larva has to go through the normal evolution process to become a Queen to lay eggs and reproduce.

Existing Eggs:
Have already pre-placed eggs on the derilict ship that the xeno can pick up a hugger from to strengthen the numbers.

The Colonists
The inhabitants of the Ice Colony, tasked on maintaining the facility, kepping order among the colony and retrieving the ore from the icy rock. Underequipped and with little supplies they have to rely on makeshift weapons and their own natural insticts to survive the hell that their colony will soon become. Will you survive in the group and stay together or do you think you have better luck on your own? Friendships and bonds will be torn apart, for when the chaos breaks out, it is survival of the fittest ...

Possible Roles for the colonists include:

Engineering
Difficulty: Medium
Duties: Maintain power, repair damage and build defenses
Supervisors (of the department): Chief Engineer

Since its foundation the colony had not been outfitted with modernised ways of getting the power running on the colony. So you, the engineering staff, is stuck with these outdated Geothermal Generators. Requiring near constant maintenance you are mainly tasked with keeping the power running and making the colony a livable environment. As one of the few to have the RP knowledge of building advanced defenses, your role will become vital in the later game.

Security Department
Difficulty: Hard
Duties: Enforce the LAW among the colony and protect its inhabitents
Superviors (Of the department): Head of Security

Stationed by Weyland Yutani, the security force is here to keep order and law checked in the colony. Spawning with the usual security equipment the security officers have only limited access to lethal weaponry, mainly handguns and the good ol' HG pump shotgun. Unlike in the current version of the ice map the security armory should not contain any explosives.

Planetary Defense Force
Difficulty: Hard
Duties: Protect the Research Facility from outside threats. Keep order in the colony. Help the colonists exterminate the Xenomorph infestation.
Supervisors: Staff Sergeant

After a generous donation by Weyland Yutani a small underequipped squad of colonial marines were stationed in the facility by marine high command to act as a planetary defense force against looters and pirates. Before the discovery of the derelict ship the only thing worth of value on this desolated mining colony had been its rich phoron veins that were sleeping deep under the icy rock of the Snowball. But the natural resources had soon been exhausted by the great mining efforts of the company and for the pirates and the other criminal scum that were lurking among the stars the planet soon grew a reputation of only being another icy deathworld, not worth attacking for the little there was to gain. For what seemed decades the colony didn't face any outside threats and it didn't take long until the colonists felt repulsion against the marines. For them the grumpy men of the USCM were just another waste of the little supplies they had, not proving any further value to the colony. This would of course all soon come to change ...
Will they emerge victorious and make an example of what the marines of the USCM are made of? Or will they just end as another pile of bug-food?

Not expecting a threat to the colony, the marines alongside their staff sergeant, who acts as the leader of the USCM squad on the colony, will spawn in their barracks with only their barebone equipment, the standard tan LV-642 uniform alongside their trusty combat boots. Their winter gear along with their armor is located in a secure armory near their barracks. The armory will also be the place where the marines have their weapons stored. Don't expect the usual equipment, no M41A, I'm talking about HG Pump Shotguns and M4A3 pistols, with limited ammunition. The marines are only allowed to carry their complete gear if they have a good RP reason for it, for example, going on a patrol on the surface, or if the Alien threat has been confirmed. Other than that they may have the permission to carry their side arms at all time.

The Miner
Difficulty: Easy
Duties: Mine those ores. Go into battle with your glorious pickaxe
Supervisors: Quartermaster

Phoron, the reason you are here. The problem: after years of mining efforts there isn't much left of it on this iceball. Phoron veins are placed scarce deep under the ice, yet the raw phoron will have a great worth in gaining additional supply points for the Quartermaster. Thes points can then be used to order advanced firearms and much needed supplies. Besides the phoron there will also be normal metal veins scattered in the rock, to have a source of metal once the situation requires the colonists to set up defenses, without having to waste supply points. The phoron can also be combined with the metal to make plasteel, at the loss of the supply points of course. So get into the tunnels and start digging! It's not like you have a lot of time left on your hands ...

The Chaplain
Difficulty: Easy
Duties: Pray to your gods, hold ceremonies and funerals. Establish questionable cults. Braindamage aliens with your bible. PURGE XENO SCUM.

You have been stationed here by Weyland Yutani to preach to the believers among the colonists and keep their faith in check. In dire times you are the one to keep the morale of your followers high.
You may see the Xenomorph as a test to your faith by the gods and go head first into the fighting. Or maybe think the alien lifecycle is the only true path to salvation? Well then it is time to present yourself as willing host and suggest your followers and the colony to do the same! Believe in your faith and you will open their eyes!

The Janitor
Difficulty: Impossible
Duties: Keep the Facility clean. Get arrested for slipping people.

When you're being paid more than three times the expected salary for unskilled labor, you learn not to ask questions. When inhuman screeches can be heared from down the ladder you close the door of you janitorial closet and take your much earned lunch break. When a bug like monstrosity digs the door hatch open and comes charging at you - lunch break is over.

The Distress Signal
The Aliens have been let loose on the colony and the chaos starts to unfold. There is no denying that the colony can't be saved. You and the other colonists know that the ships in the hangar don't have the life support systems for any long range travels, they are only designed for transporting personnel into orbit to a nearby vessel. There is no escape now, the lights have gone out and the whole colony went black. Any contact with the engineering staff has been lost. Only the emergegncy generators keep the communication console running now.

In this situation the colonists have complete knowledge of the xenomorph outbreak and they are aware that they can not stop the infestation. This gives the commander of the colony permission to send the distress signal from the communication console to Weyland Yutani, but this action will take the transmitters 40 minutes to realign themselves. Provided that there is a Alien Queen present, the queen can take control of the communication console and stop the signal from transmitting. If the main power of the colony went out, the console can of course still be powered with generators that require phoron to produce energy.

The Victories
Colonist Major Victory:The colonists manage to completely wipe the alien infestation off the face of the planet. Victory message:"The colonists have succesfully stopped the alien infestation!"

Colonist Minor Victory:The colonists manage to send the distress signal to Weyland Yutani, informing them about their dire situation. Victory message:"The infestation remains, but help is on its way!"

Alien Major Vicotry:The aliens have killed every colonists on the planet and made a fine foothold to spread among the stars. Victory message:"The colony has been overrun by the Xenomorphs!"

I hope you liked my little idea of this new gamemode and my short stories. Maybe you can present your own ideas in this thread that could improve and maybe better balance the gamemode!
Last edited by Moon Tune on 28 Feb 2017, 02:07, edited 7 times in total.
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Re: Origins: An idea for a new gamemode

Post by Moon Tune » 25 Feb 2017, 07:04

EDIT: Corrected a few typos. Sorry!
SECOND EDIT: Added the civilian role
SEVENTH EDIT (yeah I know): Removed all the spoilers.
Last edited by Moon Tune on 28 Feb 2017, 02:07, edited 2 times in total.
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Re: Origins: An idea for a new gamemode

Post by Swagile » 25 Feb 2017, 13:14

Fighting as the colonists with limited provisions sounds very entertaining. I love playing Survivor (at least when Hugger Combat Removal test was active) where you had to fend for yourself with limited goods and weapons.

Would really show who has skill or not instead of just being handed high powered guns and being told to shoot shit.
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Re: Origins: An idea for a new gamemode

Post by Moon Tune » 25 Feb 2017, 14:09

Swagile wrote:Fighting as the colonists with limited provisions sounds very entertaining. I love playing Survivor (at least when Hugger Combat Removal test was active) where you had to fend for yourself with limited goods and weapons.

Would really show who has skill or not instead of just being handed high powered guns and being told to shoot shit.
Exactly. It would be interesting to see all the unique situations play out and to watch the anarchy unfold upon the colony. I mean you could easily get more much needed RP-Heavy moments into such kind of gamemode.
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Re: Origins: An idea for a new gamemode

Post by Rocco Ward » 25 Feb 2017, 14:40

+1 I like this idea. It would be kind alike Alien Isolation, but with every NPC being a player. To code this though, would be a PAIN IN THE BUTT! Dunno if the dev team would be able to add this to their plate.
----------------------------------------RETRIED COMMANDER----------------------------------------

ROUND STATS WHILE COMMANDER:
Marine Majors - 1
Alien Minors --- 0
Alien Majors --- 3

Win/Loss [25%|75%]

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Re: Origins: An idea for a new gamemode

Post by Recounted » 27 Feb 2017, 22:59

Like the idea of this, even better if this was on ice colony and they needed heaters when the situation gets worst
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Re: Origins: An idea for a new gamemode

Post by Moon Tune » 28 Feb 2017, 02:04

Recounted wrote:Like the idea of this, even better if this was on ice colony and they needed heaters when the situation gets worst
Yes I wrote this down with the ice colony in mind. Despite all the flaws players have with the map, it still has a great atmosphere and due to its larger size can better support more players.
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Re: Origins: An idea for a new gamemode

Post by RedsPro » 01 Mar 2017, 00:49

Done Yes ive had this idea in my head for so long just never thought anyone would like it. +100 If this can be done you'd be my Hero who broke the shell
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Re: Origins: An idea for a new gamemode

Post by RedsPro » 08 Mar 2017, 23:23

Bump. Can we got an official response to this? Even like a small test group on LV with people who are known not to be shitters. This should happen id be great fun. Ive always wanted to be a Colonial Marshal
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Re: Origins: An idea for a new gamemode

Post by Rain7x » 08 Mar 2017, 23:26

This is pretty cool in theory
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Re: Origins: An idea for a new gamemode

Post by Snypehunter007 » 08 Mar 2017, 23:29

Even though I this isn't suggestions, I highly doubt this would even happen.

Cool to think about, unlikely to happen.
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Re: Origins: An idea for a new gamemode

Post by Renomaki » 08 Mar 2017, 23:34

I used to play vanilla where sometimes xenos would be a gamemode, and whenever it came up, xenos would slaughter everyone without them having a fighting chance.

It would probably be very similar to the vanilla experience, where xenomorphs would just steamroll a poorly armed colony that just doesn't have the military force to fend them off. At most, they probably have very basic security forces that aren't kitted out to fight xenos, and thus would be easy pickings.
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Re: Origins: An idea for a new gamemode

Post by RedsPro » 08 Mar 2017, 23:36

Renomaki wrote:I used to play vanilla where sometimes xenos would be a gamemode, and whenever it came up, xenos would slaughter everyone without them having a fighting chance.

It would probably be very similar to the vanilla experience, where xenomorphs would just steamroll a poorly armed colony that just doesn't have the military force to fend them off. At most, they probably have very basic security forces that aren't kitted out to fight xenos, and thus would be easy pickings.
I was thinking a small maybe 20-25 people private test mode. at that level of people 3 Ancient Xenos should have a moderate time wiping us out
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Re: Origins: An idea for a new gamemode

Post by Xurphorus » 09 Mar 2017, 00:58

What about the WO equivalent of Predators VS Marines, or Xenos?

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