Author Topic: Some new weapons, buildings, and game play modes.  (Read 27151 times)

Zero Ame

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Some new weapons, buildings, and game play modes.
« on: March 07, 2008, 04:04:50 am »
The purpose of this suggestion is to increase the number of options during game play and to balance out the game better. I plan on suggestion in depth detail on new weapons, building, and game modes, also some ideas to make the game more balanced as is, cause it isnt very well balanced.

Game Modes:
Ok so far trem offers 1 game mode, TFFA, or Team Free For All. Here are my ideas for new game modes with descriptions following.
  • FFA(Free For All)
  • CtC(Capture the Crystal)
  • AnD(Attackers and Defenders)
  • Infection
  • Anilation

FFA
Most of the people reading this will say this is a bad idea but the point of this is to create more options for people playing trem, not to decide wheather its dumb or smart.
FFA would be more or less exactly what it sounds like, Everyone man/alien for their self. Now how would 1 balance this out? very simple really. Aliens would get a evo for their kills like always, but they wouldnt need a overmind to evolve, they would just need to have the amount of evo's for them to evolve. Humans would more or less be the same way. Instead of having to goto the armory to buy new equipment they would simply hit q or what ever their desired interact button is and the menu would pop up, of course they would have to have credits to buy anything. Neither humans nor aliens would have to worry about how close they are to a foe to buy or evolve.

Now im sure people are thinking, thats pretty neat, glad you got that all figured out, but what about spawning?

Well I got that worked out as well. Im a major player of the game JKA, Star Wars Jedi Knight: Jedi Academy. On this game you dont really have a building that you build to spawn at, you have preplaced spots all over the map that are placed when you make the map. These locations are the spawns. And when your going to spawn it is completely random where you spawn.

Now we still have the problem of stages. well im sure everyone thought i had intened to say that we could just make stages not exsist in ffa. but fortantly that isnt the case.
Each player would have to get up in stages all on their own. Say like 5 kills for stage 2 and then 15 for stage 3. pretty simple all in all. and kills would be rather simple to get considering that everyone on the server is a potential victem of you.

One last thing I would need to address for this. And that would happen to be Poisen for alliens. I would have to say that there are few choices to it here. You could either make it so when you spawn and are in S2+ you start with it, and when you evolve your poisen carries with you if you still have it. You could also make it so that aliens just plain out dont get poisen at all. But the last idea is probably the good idea. When in S2+ the alien will always have poisen, but the thing is that its like their health, or like a humans stamina, there is only so much of it and it recharges slowly over time.

CtC
This would more or less be just like Capture the Flag only you have a crystal to capture from the enemy. The crystals wouldnt be able to be moved so your base will more or less have to be close to it. Also, on enemy teams, the overmind/reactor would not be able to be destroyed, and each team has to have at least 2 spawns at any given time. This prevents a team from having the ability to storm the enemy base and killing off everything so they win automatically. and along with that a enemy player can not be around or near their enemy's last spawns to camp and kill when they spawn. they could either just be killed or moved to their crystal. Other then that the game would more or less be the same.

AnD
This would be a large amount of fun in my opinion. Basically each team, humans and aliens, would take turns attacking the other team. The object is for the attackers to kill the defenders base within a timelimit. The defending team would have like 200 build points while the attackers only have 62 and the ability to build 5 spawns and 1 Armory/Booster. The Defenders would have to be restricted to staying in their base, so the only way for them to actually reach the Attackers base would be to slowly build their base to them. But then we would just make the Attackers buildings invulnerable and also, the attacks would start witht heir 5 spawns and the armory/booster and would not be aloud to build.

Infection
If you have played Halo 3 Multiplayer you know what im suggesting will be like. Im suggesting it cause a friend of mine said that if trem had it he would play trem himself. But anyways, with infection every player would start as a human with no more then light armor, maybe, and either a las gun or a shotty, i havnt decided. But, 1 randomly chosen player would be picked out and he would start out as a alien Dragoon. He is the alpha alien. His goal is to kill all the humans before 10 or 30 minutes goes by. And every time he kills a player, that player respawns as a dretch and must help the Alpha Alien. The Aliens can die and they will respawn. But they only have so much time to kill the humans. If all the humans are killed the game is finished and the aliens have won. But if at least 1 human survives to the end of the time limit then the Humans will win. Also, in Halo 3's infection, when 1 human is left his HP would be doubled and he would be able to move 2x faster. So in Trem's case, you would have a Bsuit that can move fairly fast. Also he would get a helmet.

Anilation
I dont really care if this is added or not but I thought it would be a good idea to have. Each team only has spawns and their overmind/reactor. when you spawn you are the best you can be. So aliens spawn as tyrants and humans spawn with battlesuit, helmet, and a pulse gun. And of course the point of this is to kill the other teams Reactor/Overmind.

Those are the game modes I think should be added into the game.

Now I have 1 weapon that I thought would be a good add for humans. That weapon would happen to be a wounderful Rocket Launcher. This would only be available in Stage 3 and of course would cost about 500 credits. Now it being a rocket launcher the missle that fires from it would have to travel fast, but the 1 thing about the rocket launcher is that it can only carry 1 or 2 shots, depends of its a double barrel or just a single. And also, it takes about 30 seconds to reload this monster and can only carry about 5(single) to 8(double) extra shots for it.

To balance that out I will introduce the Advanced Tyrant and its ability is to launch an organic bomb, it would be a sac that it can toss and then it explodes after a short delay. More or less its a gernade for aliens.

Time to add some new building to help balance the game out.

Human Buildings
Im going to seperate the aliens suggested buildings from the humans for a little more organization.

Barricade
I think the humans need a barricade that in health and build cost would be the same as the aliens, but of course wouldnt be an organic wall. Im suggesting this because after playing TrenX and seeing how effective a barricade for humans can be, I think its a very good idea. You could even ask the people who made tremx to be able to use their barricade model as I think its perfect.

Telepad
This is a pretty good idea but I have yet to think of a way to balance it out on the aliens side so until then I dont think its a good thing to add. But Ill describe what it is anyways.
Basically you have a building similar to the telenode but has a control panel the runs up to the humans eye level. When a human would get onto the pad the human would have to look at the panel and interact to activate it first. Now the human would start his teleportation to the reciving pad. Ive given this a large amout of thought and decided that there could only be a max of 2 pads to stop confusion. The pad would have a bunch of blue rings projecting out like the node and once a human starts using it they would change to red so no one else trys and use it. But if someone should try to use it with someone else they would both end up dieing. Now back to the process of the teleport. The human would have stay on the pad until he reapeared at the other pad and the rings were blue, or they could be green. But when they first set off it would take about 3 seconds for them to dematerilaize into the machine. slowly they would disapear more or less. And then it would take another 3 for them to reapear at the other pad. If they should walk off during this 6 second period they would die instantly. And of course a alien will be able to attack them while they are teleported but the human cant attack back.(maybe that could be the balance?)

Thats it for the humans.

Alien Buildings
Ive only got 1 building for these guys.

Acid Pore
This building would cost the same as a acid tube but wouldnt do the same thing. What this baby does is when a human decides to come in range of it he gets shot with a bunch of tiny little darts. These darts inject the human with a good large does of poisen. For each dart, the longer the poisen will last. These mixed with Tubes and Trappers would be a very effective killer. I would say only available to stage 3.

Plain old suggestions to balance the game
Ok, Ive got some ideas on how the game can be more or less balanced out better.

First of, some suggestions for the Alien building, the Hovel. Instead of this thing just sitting there blocking aliens and people from getting around and a scared granger sitting inside, why not add a person defense for it. When a Advanced granger pops into this hovel, they wouldnt be looking down at the hovel and doing nothing. They would be presented with a look from within the hovel. Each granger thats inside would be able to fire their little acid blob or w/e its called. While they are safely inside the hovel itself. And to limit the pwnage of 80 grangers hiding inside it, we would limit it so only 3-5 grangers can be in at any given time.

Next, we bring in some stronger dretches.

Ok so in the begining of each game, dretches are awesomely good and can kill anything and get away with it. But, when the humans hit stage 2 and stage 3, the humans are better equiped and the typical dretch stands no chance at all. So this is where my idea comes into play. When aliens go from stage 1 to stage 2, the dretches health would increase to 30, or by 5. Also their attack would increase by half of its original. And it would be the same when they aliens go from stage 2 to stage 3. So when the aliens hit stage 3, dretches do 2x their starting damage and they have 35 hp instead of only 25, giving these little guys the chance they need in later stages.

Next I go into Human weaponry.

The lasgun, a very useful weapon compared to the rifle, but, the lasgun is suppose to be an advanced  version of the rifle. So Im suggesting something rather simple. Take away from the lasgun the fact that it doesnt reload, it just fire 200 shots out and is done, now give it 4 clips and 50 shots on each clip. And now we goto the pulse rifle. This is where we take away the clips and just give it 200 shots to be fired.

That is all I have to suggest, unless you feel like hearing me suggest a Single Player version of tremulous again, as I have suggested it before. But for that, your going to have to code in AI and bots, and not use something you have to download but comes with the game.
« Last Edit: March 07, 2008, 04:12:58 am by Zero Ame »

player1

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This is a type 10 thread.
« Reply #1 on: March 07, 2008, 06:28:35 am »
As someone on these forums once said to me, "Whoa; that's a lot of words."  As a guy who has posted a lot of these threads myself, let me just say that you seem like you're new around here, and have a few questions, and have started a few threads. You may not have seen this, but it's a useful reminder, in case you haven't.

#10

I will come back some time when I have half an hour, and see if I feel like wading through all of your ideas. Good luck with them. I have a new perspective on these types of threads. :-\ :-[ :P :-X

Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #2 on: March 07, 2008, 06:48:50 am »
No Im not really new here at all, and yes I have some questions to making my current map. No I havnt seen w.e you linked and no I dont really care what it is and so Im not going to have a look.

The feedback section says that if we have a suggestion on how to improve the game that we should give them, so that is exactly what I did. Now if the makers look at my suggestions or not is up to them. If they dont then it is their loss in the end. All I am doing is trying to help improve the game to its fullest potential.

If you have a problem with that feel free to send me a PM and Ill gladly chat with you through PM's but dont waste my time by posting them in my threads.

Thank you.

player1

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Re: Some new guy, who I never knew
« Reply #3 on: March 07, 2008, 07:23:40 am »
No I mean that's why you've had like 8 views and no replies. I don't have a problem with people posting suggestions, I post a zillion of them myself. Sorry if I never saw you before, I just haven't run into you that much, that's why in that other thraed where you thanked me for being helpful, I said I don't know if you are new, I just don't happen to know you. I could be wrong, but if you look around a little bit, you'll see that the devs are a little busy, and there is a level ton of suggestions like this. I don't have any problem with you, or your ideas, which is why I said that some time when I have the time and I'm in the mood, I'll come back and read the whole thing. It's cool, I'm glad you posted it, and someday I'll read it. Like I said before, good luck with it. I really don't care either way. Don't be a wuss. If you hover over the link, you can see that it's a harmless link to another thread on this very board. It's in the nature of humor. You may enjoy it. I just thought you might wonder why people stop by, look at that amazingly huge pile of text, and move on to something that looks easier to comment on. Really, no offense. I just thought you might be lonely, all that effort and no replies...

Good luck with your map. I hope the link I posted about location entities was useful.

Cheers!

==Troy==

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Re: Some new weapons, buildings, and game play modes.
« Reply #4 on: March 07, 2008, 07:33:53 am »
player1, really, its not that bad, its just noone will do it but the op... Which is kind of sad, since the current gameplay will get boring, even taking in account that the bases can be moved to different places (5 to 10 games on a single map to learn it by heart).

I had some of these ideas, and the only thing I can say is : Assault/Defence game with time limit is one of the high things on the TODO list, I am talking to Taiyo about having one of his maps re-adjusted into assault/defence game (hopefully it will work out), and I have some code already available and working. (this is not going to be : destroy the enemy base bla-bla-bla, but rather - destroy the objective, and one team protects it, another tries to kill it)
« Last Edit: March 07, 2008, 07:36:37 am by ==Troy== »

doomagent13

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Re: Some new weapons, buildings, and game play modes.
« Reply #5 on: March 07, 2008, 03:24:10 pm »
Umm....

That human version of a barricade is called an armoury....  It also has some nice extra functions....  Just NO to "anilation".  That infection could be okay, but I dunno...  FFA, good luck...  CtF-style thingy, maybe...  A&D, I dont think so...  Dretches are fine and shouldnt change at stage up, it would be like suddenly having all humans spawn with shotty instead of rifle...  I think the las and prifle are fine...

Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #6 on: March 07, 2008, 10:32:19 pm »
No I mean that's why you've had like 8 views and no replies. I don't have a problem with people posting suggestions, I post a zillion of them myself. Sorry if I never saw you before, I just haven't run into you that much, that's why in that other thraed where you thanked me for being helpful, I said I don't know if you are new, I just don't happen to know you. I could be wrong, but if you look around a little bit, you'll see that the devs are a little busy, and there is a level ton of suggestions like this. I don't have any problem with you, or your ideas, which is why I said that some time when I have the time and I'm in the mood, I'll come back and read the whole thing. It's cool, I'm glad you posted it, and someday I'll read it. Like I said before, good luck with it. I really don't care either way. Don't be a wuss. If you hover over the link, you can see that it's a harmless link to another thread on this very board. It's in the nature of humor. You may enjoy it. I just thought you might wonder why people stop by, look at that amazingly huge pile of text, and move on to something that looks easier to comment on. Really, no offense. I just thought you might be lonely, all that effort and no replies...

Good luck with your map. I hope the link I posted about location entities was useful.

Cheers!

Ugh, I took what you said bad and now i feel bad, sorry mate that i kinda bitched you out for nothing.

player1

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No worries
« Reply #7 on: March 08, 2008, 04:07:35 am »
It's cool. It's really hard to tell if people are being serious or sarcastic on the Internet. No problem. Good luck with your map. Take care.

Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #8 on: March 08, 2008, 03:10:19 pm »
Yea thanks, good luck with whatever you happened to be doing :P

but you should read this as it has some really good ideas in it

Shadowgandor

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Re: Some new weapons, buildings, and game play modes.
« Reply #9 on: March 08, 2008, 04:48:37 pm »
FFA
Now im sure people are thinking, thats pretty neat, glad you got that all figured out, but what about spawning?

You have a flaw in your idea about not needing an arm for buying weapons: Binds.
One could run around with a rifle and no armor and when a goon comes up, he can quickly press his lucisuit, fire and after the alien got killed, quickly sell the equipment again.
Also, everyone would have unlimitted ammo, because you could just 'buy' it everywhere.

About the spawning: No. maps would have to be editted for people to spawn at pre-placed spawns.


I stopped reading after the FFA part, seeing how I saw enough reasons to make it impossible+ it just doesn't sound like fun to me, but that's just me :P

Edit: Messed up the quotation xD
« Last Edit: March 09, 2008, 09:57:01 am by Shadowgandor »

Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #10 on: March 09, 2008, 03:10:39 am »
Well these are only suggestions and will be modified acordingly. Like with the ammo thing, it could be modified so that it either spawns at certain points in the map, or when you kill someone, they drop ammo.

Next with the spawns and having to edit maps. Well I can pretty much guarentee you that every map out there will either have to be edited or remade in future updates to the game. So these things being added wont change a whole lot. Also, people wouldnt absolutly have to edit their maps, their maps would only be able to play tffa instead of any other game modes.

Survivor

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Re: Some new weapons, buildings, and game play modes.
« Reply #11 on: March 09, 2008, 12:03:25 pm »
With some finetuning only A&D and Infection would fit trem.
While for A&D you would need a seperate class of maps to make it shine I don't think that's that much of a problem as both the code already exists to differentiate maptypes and for its inception basic maps are all that's needed. I have no idea what the extra coding inherent to the switch and other constraints needed to make it work will cost in time though.
Infection seems fairly straightforward although the timelimit and the loadout of the humans is at discussion. They will need some form of regeneration if you want this gametype to last any appreciable amount of time.
All the other stuff is, quite frankly, changing trem too much from trem.
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maxell

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Re: Some new weapons, buildings, and game play modes.
« Reply #12 on: March 09, 2008, 12:22:07 pm »
well really i do say that trem is a bit boring and the objectives is going to make alot of success but i am curious how you going to make trem into an objective game it isn.t that easy...


aslo i like your ideas but also think about other post which are laying around this corner and get some ideas from them, it might be helpfull at some stage and also if you get the mod going and make it a good mode i will felicitate you greatly and also when i think about it it might be helpful to do some objectives like:

-capture the flag*
-the last stand**
-king***
-free for all****

*ferly self descriptive
** the last surivor kinda thing
*** king you need to get a certain amout of point in a given time
**** ferly self desciptive
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techhead

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Re: Some new weapons, buildings, and game play modes.
« Reply #13 on: March 09, 2008, 07:52:54 pm »
If everyone spawns as Tyrant, and the only other buildings are eggs, why do they even need an Overmind? The only use of a reactor would be to buy ammo in this case.
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Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #14 on: March 09, 2008, 08:13:02 pm »
like i and survivor said, it will need fine tunning to make it work for trem and all, but annihilation i actually dont think would be any good and no one would want to play it.

Eeeew Spiders

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Re: Some new weapons, buildings, and game play modes.
« Reply #15 on: March 10, 2008, 03:34:58 am »
Acid Pore
This building would cost the same as a acid tube but wouldnt do the same thing. What this baby does is when a human decides to come in range of it he gets shot with a bunch of tiny little darts. These darts inject the human with a good large does of poisen. For each dart, the longer the poisen will last. These mixed with Tubes and Trappers would be a very effective killer. I would say only available to stage 3.
Isn't this just like the hive..also available at s3?

Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #16 on: March 10, 2008, 03:48:22 am »
uh no... the hive consists of a bunch of flies that swarm out of the hive to attack humans

Shadowgandor

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Re: Some new weapons, buildings, and game play modes.
« Reply #17 on: March 10, 2008, 12:28:21 pm »
By the way, the name should be different.
Acid pore shooting darts that poisons the humans?
Where's the 'acid' part?

Amanieu

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Re: Some new weapons, buildings, and game play modes.
« Reply #18 on: March 10, 2008, 02:01:26 pm »
Infection is going to become massive camping. All humans in a corner shooting at the goon like crazy.
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Revan

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Re: Some new weapons, buildings, and game play modes.
« Reply #19 on: March 10, 2008, 04:20:18 pm »
You mentioned a rocket launcher so here is a version:

It fires pain knifes (kind of like saws but smaller and less powerful) that stick in any player or building but bounce off walls. The primary fire would fire just one barrel, the secondary fire would fire all barrels that are loaded.

An interesting situation:
on nexus the humans have been pushed back to their base and aliens are putting the pressure on, a human fires the launcher on secondary (lets assume it is three barrel) one knife hits the rant that is eating the turrets, another bounces off the wall and lands on the floor of the base waiting for someone to walk on it and it stick in them, the last one bounces and sticks in the armory.
After a few seconds they would decay and disappear and the humans would have almost lost the armory, and the rant is dead.

The multi-shot mode should fire them randomly, it should be fairly inaccurate.

Weather this is a good idea or not someone will flame me for it, why bother coming up with ideas?

(and yes I understand if it is a bad idea)


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Shadowgandor

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Re: Some new weapons, buildings, and game play modes.
« Reply #20 on: March 10, 2008, 04:57:48 pm »
(and yes I understand if it is a bad idea)

Good.
A weapon that fires 3 shots, from which one could almost destroy an armory?
What if you would use that monster up close, hitting the tyrant with all 3 projectiles? It would mean an insta-kill'ish' weapon.

Revan

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Re: Some new weapons, buildings, and game play modes.
« Reply #21 on: March 10, 2008, 05:03:01 pm »
Good.
A weapon that fires 3 shots, from which one could almost destroy an armory?
What if you would use that monster up close, hitting the tyrant with all 3 projectiles? It would mean an insta-kill'ish' weapon.

Make the knifes less powerful.

And don't forget these take some time to damage that much they are after all tiny pain saws


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Shadowgandor

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Re: Some new weapons, buildings, and game play modes.
« Reply #22 on: March 10, 2008, 05:10:55 pm »
A lot less powerful.

Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #23 on: March 10, 2008, 05:35:41 pm »
That would be a very interesting weapon indeed. But the knifes would have to do a very weak attack but attacks over time.

By the way, the name should be different.
Acid pore shooting darts that poisons the humans?
Where's the 'acid' part?
Any I guess I could call it the Needler?

Shadowgandor

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Re: Some new weapons, buildings, and game play modes.
« Reply #24 on: March 10, 2008, 06:15:37 pm »
Heh, make them purple and explode when they stick in a skin instead of poisoning xD

Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #25 on: March 10, 2008, 06:25:37 pm »
lol, could do that :P

Revan

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Re: Some new weapons, buildings, and game play modes.
« Reply #26 on: March 12, 2008, 08:12:26 pm »
I played the demo of that and it was hilarious watching the elite's exploding from that!
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Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #27 on: March 12, 2008, 11:59:22 pm »
Demo of what?

techhead

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Re: Some new weapons, buildings, and game play modes.
« Reply #28 on: March 13, 2008, 12:26:38 am »
Halo PC.
The free demo is available for both Mac and Windows.
I used to be in what was the largest Mac Halo Demo community, www.clanhalo.net
I stopped playing when I found Trem, but I think its still there.
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Zero Ame

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Re: Some new weapons, buildings, and game play modes.
« Reply #29 on: March 13, 2008, 12:28:40 am »
O, no I have Halo 1 and 2 for PC