Summary (a quick, 2-3 sentence summary):
Instead of the Sulaco and the USCMC coming in, the Chernobyl II and the Russians come in.
Benefits (How this will benefit the server and game as a whole):
Mother Russia. Would be a fun game mode, switch up the RP and general fun. Survivors could be Capitalists, so it would be survivors vs Russia vs xenos. Add more survivors and USCMC survivors for fun. Give Russians key objectives/data they need to secure on the Chernobyl II.
Details (Description of how you think this would work, the benefits, etc):
Squads become Russian and follow Bears command structure. CO is Stalin. All the guns, etc get swapped for Russian equivalents.
Implementation (Optional, if you have an idea how to implement it):
Admittedly probably a lot of hard work, but this would be a really fun switch up from every day USCMC.
Game Mode: VK Chernobyl II
- hawkshot86
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- Joined: 11 Aug 2016, 21:41
Game Mode: VK Chernobyl II
"If I had known this was going to be a day of killing gods, I might have paced myself better."
- Breen
- Registered user
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- Joined: 09 Aug 2016, 23:07
- Location: East Palo Alto, California
Re: Game Mode: VK Chernobyl II
Fuck yes! This is what the server needs to spice things up, but as long as the staff has time and is willing
- completelynewguy
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- Joined: 15 May 2016, 18:17
- Location: Washington, USA
Re: Game Mode: VK Chernobyl II
+1, variation is the spice of life.
Only problem that I see is the workload in creating a Russian mirror of the Sulaco; perhaps this can be done after the one-level Sulaco update?
Only problem that I see is the workload in creating a Russian mirror of the Sulaco; perhaps this can be done after the one-level Sulaco update?
- Gentlefood
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- Joined: 30 Jul 2015, 04:18
Re: Game Mode: VK Chernobyl II
Unless someone takes on the task of it, this unfortunately probably won't come to pass. I've discussed this with the dev team personally and it is considered a lot of work for what is effectively a cosmetic change.
- hawkshot86
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Re: Game Mode: VK Chernobyl II
Yeah, could turn it into a full blown game mode though. Was thinking a mixture between the bears and the syndicate, they have to complete objectives ect.Gentlefood wrote:Unless someone takes on the task of it, this unfortunately probably won't come to pass. I've discussed this with the dev team personally and it is considered a lot of work for what is effectively a cosmetic change.
But I do see where this is massive amounts of work lol hope someone tries to tackle it.
"If I had known this was going to be a day of killing gods, I might have paced myself better."
- Breen
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- Joined: 09 Aug 2016, 23:07
- Location: East Palo Alto, California
Re: Game Mode: VK Chernobyl II
If someone wanted to get involved in the development of this, how would one go about it? I dont know much about any of the back end stuff, but I could help with sprites and such.
- Azmodan412
- Registered user
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- Joined: 01 Oct 2015, 23:17
- Location: The Void
Re: Game Mode: VK Chernobyl II
Things to stop asking about (auto-denied):
New Guns (Seriously, stop. When we get ideas, we make new guns. We are not going to make the super-death gun you want)
Janitor job (Nope never, be a maintenance technician)
Borgs
Androids (we are working on it)
Predator changes (we are working on it)
Game Modes (we are working on it, and there is a discussion sticky)
Working APC (won't happen)
Clowns/Morale Officers or anything "entertainment" related that illudes to a clown. (You WILL get a week-long forum ban, clowns are never going to be in CM)
Additional ERTs - You have the ones you have and they furfill specific purposes, no reason for "Yakuza ERT" or silliness like that.
IDs for survivors
Cloners - When we DO remove them, we'll make sure we a fair and good method of reviving or treating injuries better. But this is MONTHS AWAY, so STOP.
Game Modes (We are working on it, and there is a discussion sticky)
Game Modes (we are working on it, and there is a discussion sticky)
http://colonial-marines.com/viewtopic.php?f=59&t=2336
New Guns (Seriously, stop. When we get ideas, we make new guns. We are not going to make the super-death gun you want)
Janitor job (Nope never, be a maintenance technician)
Borgs
Androids (we are working on it)
Predator changes (we are working on it)
Game Modes (we are working on it, and there is a discussion sticky)
Working APC (won't happen)
Clowns/Morale Officers or anything "entertainment" related that illudes to a clown. (You WILL get a week-long forum ban, clowns are never going to be in CM)
Additional ERTs - You have the ones you have and they furfill specific purposes, no reason for "Yakuza ERT" or silliness like that.
IDs for survivors
Cloners - When we DO remove them, we'll make sure we a fair and good method of reviving or treating injuries better. But this is MONTHS AWAY, so STOP.
Game Modes (We are working on it, and there is a discussion sticky)
Game Modes (we are working on it, and there is a discussion sticky)
http://colonial-marines.com/viewtopic.php?f=59&t=2336
Tyler 'Thrift' Borealis: Slaughterer of stupid xenos, insane motherfucker, and who played tower defense with Predators with an axe.
Predator Duels Won: 1
Predator Duels Lost: 2
BRING IT ON CASANY! I DO NOT CAST DOWN A CHALLENGE!
43 Xenos and counting.
Hunter Games: I am Moon Moon! Destroyer of worlds! Ahuhuhuhuhuhuhuhu!
Moon Moon Victories: x1
- forwardslashN
- Community Contributor
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- Joined: 14 Dec 2015, 23:12
- Byond: forwardslashN
Re: Game Mode: VK Chernobyl II
Yeah, no real time for game modes that we aren't already working on. Sorry.
The ambivalent giant white baldie in a jungle near you.