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Martian Mode
#1
Here's an idea that was going around in IRC the other day:

You are a crack squad of martians bent on wiping out the savage and ruthless human menace once and for all. Raid their primitive station and repurpose them to serve the martian cause. For the Red Planet!

A squad of 1-5 martians spawns on a martian shuttle off the station z-level. Each begins with one Martian Raygun. In the spells tab, they have a "Return to shuttle" command. The martians are linked via telepathy, and can communicate freely with each other, but their speech is nonsense to human listeners.

Objective: Harvest X units of human biomass.
Martian Win: Reach the above goal, or kill all the humans.
Draw: The humans escape on the shuttle: "The crew has abandoned the station to the martain raiders!"
Human Win: Kill all the martians.
Human Win: Survive 70 minutes, at which point NT fighters chase the martian craft away.
Note: If the shuttle is called before the 20 minute mark, the martian craft will shoot it down and prevent further shuttle callings until after that point. There will be a message about equipping the next shuttle with stealth measures or something.

The Shuttle: A biological craft that carries the team through space, the shuttle features a reclamation pool, bioelectric chargers, a teleporter platform, birthing polyp, and regeneration pods. There is no normal way for humans to get in here unless they're kidnapped by martians. Using the telelab to steal their shit or teleport bombs in might be hilarious though.
  • Regeneration Pods: These are small pods that heal martians inside over time.
  • Teleporter Platform: This platform is big enough to hold several martians or objects. There's a computer nearby that can select locations on the station (possibly humorously misnamed to reflect martian misconceptions about them) and a timed setting, so you can dispatch your whole team to the bar or wherever.
  • Bioelectric Chargers: These recharge martian tools and guns, much like the rechargers the humans have for their gear.
  • Reclamation Pool: This is basically a big pool of acid that you throw humans into, living or dead. They dissolve and are absorbed by the ship. Each dead human adds 30 biomass to the shuttle's total. Live humans are worth 50. Decomposing/skeletal humans may be worth even less.
  • Birthing Polyp: The birthing polyp is a gross thing that martians can interact with to grow new equipment. Equipment grown this way costs biomass, but doesn't detract from the "lifetime" biomass that the martians capture. This way, they don't have to hold back on buying equipment just to win faster.

The Martians
Each martian is basically a mob with a head slot and two hand slots. They are no stronger or weaker than your average human to begin with. Martians can breathe and fly in space, though they still take the cold/pressure damage.
  • Return to Shuttle: Every martian starts with this in their spells tab. When this ability is activated, it teleports the martian and everyone lying down underneath them back to the shuttle after a one second delay as long as the martian is conscious and standing (which means a tased martian can still get away, but a fire extinguisher'd one can't). This ability has a one minute cooldown. It's up to the martian whether he wants to come home right away.

Martians can purchase one upgrade in their lifetime from the polyp.
  • The Soldier: Soldiers gain a slight speed boost and crawl over (but not under) tables.
  • The Warrior: The warrior gains a "Shake off" spell that instantly unstuns them. When they use their return home spell, it stuns every human and monkey in a four tile radius.
  • The Mutant: The mutant gains a "Stare" spell with a very long cooldown. The target slows to a crawl and has only a second or two to do something about it before they're completely immobile. Once held immobile for three seconds without the mutant moving or being interrupted, the target's head explodes. This ability should be used with care as it means you can't get any biomass.

The Equipment (And cost):
  • Martian Raygun (15): A basic pistol weapon that deals some brute and burn damage. It can knock down targets who are below 50% health. Note that this weapon will be less effective against cyborgs due to the split damage. It holds eight shots and can be recharged on the martian shuttle.
  • Martian Helmet (10): Makes you look cool. Also offers some protection from attacks.
  • Tentacle Barb (20): A vicious melee weapon worn like a bracelet on one tentacle. Only martians can use this effectively, for obvious reasons.
  • Soporific Blastula (5): A single grenade full of some kind of short-term knockout gas.
  • Incendiary Blastula (5): Essentially a napalm grenade.
  • Egg Sac (10): When used, this hatches a couple of baby martians who run around fuckin shit up.
  • Martian Rifle (60): Fires a three round burst of shots, each individual bullet is a bit weaker than the martian raygun, but the weapon holds 24 shots. It can be recharged in the martian shuttle.
  • Martian Bomb (100): Does exactly what it says on the tin.
  • Mutate Self - Mutant(50): Turns you into a mutant, unless you already took another mutation.
  • Mutate Self - Warrior(50): Turns you into a warrior, unless you already took another mutation.
  • Mutate Self - Soldier(50): Turns you into a soldier, unless you already took another mutation.

It'd be easy to come up with more ideas. But that's it!
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#2
How about every ten minutes during these rounds centcom sends a supply drop to even the humans odds against the alien threat.
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#3
The station is fucking filled with weapons, improvised and otherwise, and more can easily be purchased. I don't see how that'd be necessary.
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#4
So, if two live humans get thrown in the acidic thingy, that'll give you enough points for a 40x40 bomb? that doesn't seem very balanced.
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#5
Nitrous Wrote:So, if two live humans get thrown in the acidic thingy, that'll give you enough points for a 40x40 bomb? that doesn't seem very balanced.

Yeah it was an arbitrary number but since I wrote it down already it's set in stone and there is zero chance that anyone would change that in between the meticulous refining, coding, and testing process and a release. Sorry this mode is going to be released broken and broken it will stay.
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#6
I think overall it looks really cool. It'd play out even more frantic and insane than a nuke round and probably get everyone in the crew involved throwing their lives away on a hopeless assault or manning the barricades or whatever.
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#7
MollyMillions Wrote:(possibly humorously misnamed to reflect martian misconceptions about them)

best idea ever right there
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#8
I like it, It's like nuke combined with changeling but overall I think it could be a good fit if it means the station will go into fullblown defense mode. Especially with random people being kidnapped.
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#9
This sounds pretty good. Sort of like spacemarine's invasion thing but with human vs human interaction, which should make the enemy more dangerous.

MollyMillions Wrote:(possibly humorously misnamed to reflect martian misconceptions about them)

Also this is great and should definitely go in.
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#10
I think the Martians are overpowered, but other than that, ya it sounds cool.
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#11
there should be some (difficult) way or replacing fallen martian comrades through the kidnap and use of humans.
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#12
one nice difference this would have from regular nuke mode is that all the human crewmembers will stick together. in nuke the captain often goes off on his own or keeps a small posse of sec officers but will get really paranoid of any other human who attempts to help him guard the disc, so a lot of the crew ends up just scrambling around not knowing what they should do until they die horribly. This feels like it would work out a bit more like the zombie modes with people forming ad hoc shelters and groups.
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#13
Nubcake Wrote:there should be some (difficult) way or replacing fallen martian comrades through the kidnap and use of humans.

Code in a hidden feature of the cloner where if a martian gets scanned into it, a human -> martian syringe can be produced to turn living humans into martians. The catch is that these new martians are hybrids between the species and thus cannot be healed by any normal means. The syringe can have a decently long cool down rate(twice as long as a standard human syringe?) as well, which would help to provide a slow, steady, but fleeting source of backup for the martians.
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#14
This mode sounds exactly how the original Alien mode should have worked so I really hope this is converted into a playable mode


P.S Fuck the original Alien Mode.
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#15
I would love this mode so much.
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