Note: I need help with the Alien biology!ADHD: Alien Destruction / Human DestructionSummary: The anunnaki from Planet X have returned to Earth. Humans have already left that dead planet and live on Mars. The anunnaki are ticked that we screwed up their planet, now it's time to pay!
Battle: The goal is to wipe out all opposing species. Using a nano weapon or psychic power, the player must defend their stronghold and try to mind control the other team. The ability to control enemy drones allows the player to switch on-the-fly to that drone, or issue offensive and defensive commands to them remotely. Friendly fire would be disabled by default for regular teammates, but would be enabled when a teammate is under the control of an enemy species.
Play Example:
The human player wields the NanoGun mind control weapon. There are three Aliens to kill - two grouped Drones (Alien 1 and 2) and a Sniper Guard (Alien 3). Alien 1 is totally exposed, while Alien 2 has cover behind a crate, and Alien 3 is holding a sniper weapon and is up high with excellent cover. The human player shoots Alien 1 with the NanoGun, putting it under his control. He switches on his PDA and selects to play *as* Alien 1, then makes Alien 1 use mind control against Alien 3. Now he switches control to play *as* Alien 3, and then fires a sniper round for a headshot on Alien 2. This strategy proved effective, as none of the Aliens have fired a single shot at the human, he has killed Alien 2, and he has Aliens 1 and 3 under his control. A possible next move would be to use Alien 3 to to shoot and kill Alien 1, however; that's the one controlling Alien 3, so that's probably a bad move because, as soon as Alien 1 is dead, Alien 3 is freed from control and is likely to shoot at The Human! What would you do now?
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Aliens:Anunnaki from Planet X are psychics with mind powers and Psi-based plasma weaponry and shields. They increase psychic abilities by controlling other creatures (yielding an increase in their Psi level for more firepower and shielding). Aliens automatically recharge their health slowly, faster when shielded. Psi also recharges slowly when not used.
Weaponry: Aliens have a physical gun with two modes, quick shot and charged burst - a more advanced weapon than the humans' weapons, but it recharges slowly and is based on available Psi.
Psychic Abilities: With their range-based Telekinetic powers they can retrieve or throw objects and other players (or themselves) around a room (or off cliffs).
Defense: Aliens have a force field to block damage, which can be manually activated, or will kick on when health is critical, but they can't move when it's on. The alien shield damages all non-aliens caught in it and boots them out (knock-back effect). Shields can house others and can also help heal other aliens in vicinity. However, the longer an alien uses their shield, the longer before it can be used again.
Mind control: Aliens control other players one at a time, but when doing so, they can't switch back without losing control of their drone. Control is range-based, so control will wear off quickly if the drone is too far away from the controller. Control drains the aliens' Psi level allowing for control to only last for roughly 30-45 seconds before depleted, or slightly shorter or longer depending on class.
Classes:
Guards - They're a mix between a Grey and a cyborg. Big and slow, and have weak psychic abilities, but strong physical defense and can handle big weapons.
Stage #: HP: Psi: Base Weapon
1:
2:
3:
Drones - They're the Greys. Small and fast, have medium psychic powers, but bad physical defense. They can only handle small weapons.
Stage #: HP: Psi: Base Weapon: Buildables:
1:
2:
3:
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Humans: Cyberhumans of the future, collect money for kills, and spend it at their bases for upgrades. (extra armor, weapon upgrades, ammo, etc..) Humans can use medkits, or recharge health at bases.
Weaponry: Default weapon for human class is gun arm with rapid fire bullets, also grapple hook.
Upgrades: Grenades, Sniper Rifle (zoom scope w/ slower strong single shot), and rockets.
Defense: Humans wear rechargeable nano-armor.
Nano Control: The NanoGun w/ PDA can be obtained once the NSCPU is built. NanoGun shoots exploding projectiles filled with nanobots to swarm their target's brain and take control (Use example: shoot target, open PDA, switch between drones, select fight [defend area/invade way point] or flight [run to nearest health station/return to base]. When humans control, drones are weaker against damage.
Classes:
Grunts - Have the best physical defense, and are slightly faster than the mechanics.
Stage #: Rank: HP: Armor: Base Weapon
1: Private: 125: 150: Rifle
2: Corporal: 150: 175: 3x Burst
3: Sarge: 200: 200: 3x Burst + Grenade Launcher
Mechanics - Slower, can recharge own & others' ammo, weapon pickups are fully recharged.
Stage #: Rank: HP: Armor: Base Weapon: Buildables:
1: Greaser: 100: 25: Rifle: Armory, Turret, Medstation, Repeater
2: Tech: 125: 50: 3x Burst: Mines, Armor Recharger, Blast Wall, NSCPU,
3: Engineer: 150: 100: 3x Burst + Grenade Launcher + Mine Launcher: Armor Recharge, Black Hole Generator, Micronuke