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- IronHulk
- ======== DETAILS ===============================================
- First person, 4 player co-operative wave based survival shooter set aboard a large maroon spaceship which vanished during it's automated return flight.
- Player creates a character from the 4 available classes who gains exp and ranks up, progress is carried across all games
- Player gains credits by killing enemies and completing objectives (or surviving waves on the prologue/survival mode)
- Credits are the main currency and only last for that game (although a total credits earned stat is recorded)
- At the start of each mission attempt, the player can select one of their character classes and pick from the available unlocked perks for that class.
- Players start together as a team either breaching the ship (during main campaign) or are awoken by the Ship's AI within the cryochamber (during prologue/survival mode) and must work their way through the ship unlocking doors, restoring terminals and generally surviving.
- The Main Campaign has an objective led storyline which can be be completed, whereas the prologue/survival mode acts as a prequel mission that shows how the ship ended up marooned as the alien threat makes it's initial attack and the humans aboard the ship make a desperate attempt to survive for as long as possible.
- Each time a wave activates, the doors in that player's current area will lock down in quarantine mode until the wave is cleared meaning that the current combat area becomes a much larger factor.
- The Ship's AI will help the player (although it's core programming will limit how much help it can give at low ranks) by selling medkits and ammo and also displaying a ship map via it's Terminals (power must be re-activated first as an early objective in the main campaign).
- Once the player has access to the Armoury, they can use it to restore their ammo for free once per wave/visit and purchase weapons they have unlocked (based on their level).
- The player can also access terminals around the ship which allow the player to see a map of the ship, their progress through the mission and also purchase ammo (at a cost) and health packs (also at a cost) (Each terminals must be reactivated first in main campaign)
- The player can always carry up to 2 weapons, the starter pistol and an additional weapon purchased from the Armoury, and can have up to 3 perks which are selected at the start of the game (second perk slot unlocks at rank 25 and third perk slot at rank 50).
- New weapons and Perks are unlocked as the player ranks up, additional exp is awarded for completing specific feats across all games.
- ======== WEAPONS ===============================================
- Each Class character starts the game with a M-12 pistol as the starter weapon and has the ability to carry another.
- Visiting the Armoury area in game allows a second weapon to be purchased and equipped but the first weapon is never replaced.
- Unlockable Weapons
- -------------------
- Weapon Name Rank Unlocked Weapon Type Details
- M-12 Pistol Rank 1 Pistol Starter Weapon, Holds 8 Ammo, average pierce and decent damage)
- Micro Ripper Rank 3 SMG Holds 45 Ammo, low pierce but decent damage
- PDW-Tazer Rank 5 Electro Recharges between uses with unlimited ammo, zap nearest enemy, low damage
- SPC-Ripper Rank 9 SMG Holds 60 Ammo, medium pierce and decent damage and a laser sight.
- Full Auto Pisol Rank 12 Pistol Holds 36 ammo, full auto pistol with good pierce and decent damage
- RM-870 Rank 16 Shotgun Holds 8 Ammo, low pierce but widespread shot and high damage
- TRX-Rifle Rank 20 Assault Rifle Holds 40 Ammo, High Pierce and good damage
- Plasma Pistol Rank 24 Plasma Holds 15 Ammo, Low Pierce, high damage,
- XM-25 Rank 28 Explosives Holds 8 Ammo, Airburst Grenade laucher
- Combat Shotgun Rank 30 Shotgun Holds 12 Ammo, medium pierce, widespread shot and high damage
- SVD-8 Rank 35 Sniper Rifle Holds 8 Ammo, High pierce and high damage
- LMG-Rifle Rank 40 Assault Rifle Holds 80 Ammo, High Pierce and average damage
- THMPR-X8 Rank 45 Explosives Holds 12 Ammo, Drum-Fed Grenade Launcher, high damage
- DSR-50. Rank 48 Sniper Rifle Holds 12 Ammo, High Pierce and very high damage
- Plasma Rifle Rank 50 Plasma Holds 65 Ammo, Medium Pierce and very high damage, low recoil
- At level 50 each Class unlocks a special weapon, only available for that class on to be purchased from the Armoury.
- STALKR-XTR Rank 50 SMG - (Stalker Experimental Threat Response Weapon)
- Specialist Class Unique Weapon - Holds 60 Ammo, high pierce and above average damage and has a smart laser sight which detects DNA signatures and changes colour accordingly. Blue/White for No Target/Scanning, Green for Friendly, Red For Hostile/Target.
- PDW-Shocker Rank 50 Electro - (Personal Defense Weapon - Shocker Model)
- Technician Class Unique Weapon - Rapidly charging version of the PDW-Tazer weapon with higher damage and a longer range/arc distance.
- DeFib-MR Rank 50 Electro - (Defibrillator Medical Rifle)
- Medic Class Unique Weapon - Holds 75 Ammo, A Smart Rifle which fires electrical pulses, can be charged to fire more powerful pulses using additional ammo (up to 5 ammo per shot) to deal extra damage. Firing a fully charged (5 ammo) pulse at downed ally revives them as if a medi-kit had been used although with less restored health.
- Spitfire-ML Rank 50 Explosives - (Spitfire Micro Launcher)
- Tank Class Unique Weapon - 28 Ammo, SMG style weapon which rapidly fires micro missile explosive projectiles.
- ======== CHARACTER CLASSES ===============================================
- Each player can select a class to use which levels up to a max level of 50 progressively across all games. At the start, the class choice only makes a small difference but as they are leveled up the classes gain new perks which makes them better at their role, at level 25 and 50 the classes gain an extra perk slot and can select up to 3 perks at max level.
- ----------------------------
- Specialist Class: This class is a soldier trained to handle emergency situations like this, acts as the main offensive character and has perks to focus on dealing damage to enemies and using guns types more effectively.
- Starting Perk - Fast Hands (Increased Reload Speed for all guns)
- Level 5 - Run and Gunner (Player deals 125% damage with Pistols and SMGs)
- Level 8 - Experienced Killer (Player gains extra EXP for killing enemies)
- Level 12 - Marksman (Player deals 125% damage with Assault Rifles and Sniper Rifles)
- Level 18 - Ammo Hoarder (Player can carry 25% more max ammo for all guns)
- Level 25 - [Extra Perk Slot]
- Level 32 - Riot Squad (Player deals 125% damage with Shotguns and Explosives)
- Level 40 - Gun Nut (Guns and Ammo cost the player 25% less from the armoury for this player)
- Level 49 - Heavy Weaponry (Player deals 125% damage with Electro and Plasma Weaponry)
- Level 50 - [Extra Perk Slot] [STALKR-XP Unlocked in Armoury]
- ----------------------------
- Technician Class: This class acts as a support role which hacks objects, downloads data and restores power quicker than other classes)
- Starting Perk - Hacker (The Player hacks doors, restores power and downloads data quicker than other classes)
- Level 5 - Extra Credit (Player gains extra Credits and extra EXP for hacking door/restoring power/downloading data)
- Level 8 - Deeper Pockets (Player can store 50% more Credits than other classses)
- Level 12 - Electrician (Player does 250% Damage with Electro Weaponry)
- Level 18 - Startup Funds (Player starts with an extra +500 Credits)
- Level 25 - [Extra Perk Slot]
- Level 32 - Engineer (Player does 150% damage with Plasma weaponry)
- Level 40 - Loyalty Scheme (All Players recieve a 25% discount on purchased Med Kits or Ammo packs from Terminals or the Armoury)
- Level 49 - Access Protocols (The Technician can hack doors almost instantly)
- Level 50 - [Extra Perk Slot] [PDW-Shocker Unlocked in Armoury]
- ----------------------------
- Medic Class: This class acts as the support/healer of the group and can revive downed players quicker.
- Starting Perk - First Aid Training (Player revives downed players quicker and gains extra EXP for doing so)
- Level 5 - Medical Supplies (Player can carry an extra 2 Med Kits (a max of 3) than other classes)
- Level 8 - Body Armour (The player starts the game with 125% normal max health)
- Level 12 - Sharing is Caring (Medic Player regains a small amount of health when they revive a downed player)
- Level 18 - Adrenaline Shot (Players gain increased movement and reload speed for a short duration after being revived)
- Level 25 - [Extra Perk Slot]
- Level 32 - TBD
- Level 40 - Field Dressing (Player can still revive downed players up to 20% health without needing a Med Kit)
- Level 49 - EM-Res Armour (Emergency Medical Response Armour, The Medic slowly regenerates health when not taking damage)
- Level 50 - [Extra Perk Slot] [DeFib-MR Unlocked in Armoury]
- ----------------------------
- Tank Class: This class focuses on soaking up damage from enemies and initially relies more on melee rather than using guns, later perks increase Shotgun and Explosive Damage and make him a powerful heavy hitter.
- Starting Perk - Tank Armour (The player starts the game with 150% normal max health but moves at 80% speed)
- Level 5 - Brute Force (Increases Melee Damage by 200%)
- Level 8 - Survivor (Player takes longer to bleed out than other classes)
- Level 12 - Shotgun Expert (Player does 150% damage with Shotguns)
- Level 25 - [Extra Perk Slot]
- Level 32 - TBD
- Level 40 - Demolitions Expert (Player does 150% damage with explosive weaponry)
- Level 49 - Juggernaut (Tank Player rapidly regenerates health when not under attack)
- Level 50 - [Extra Perk Slot] [Spitfire-ML Unlocked in Armoury]
- ======== ENEMIES ===============================================
- The type of enemy and number of them spawned depends on the current wave, enemy health increases in later waves.
- To be added later.
- ======== DIFFICULTY SETTINGS ===============================================
- Player can play the game on 4 difficulty settings which affects bonus credits awarded, EXP earned and the price of health packs.
- Easy - 45 Seconds between Waves, Bonus Credits at the end of each wave, health packs are 50% cheaper. 75% EXP Multiplier
- Normal - 30 Seconds between Waves, Bonus credits at the end of each wave, Health packs are normal price, 100% EXP Multiplier
- Realistic - 20 Seconds between Waves, No Bonus Credits at the end of Waves, Health packs are normal price, 125% EXP Multiplier
- Hardcore - 15 Seconds between Waves, No Bonus Credits, Health Packs are 150% more expensive, 200% EXP Multiplier
- ======== ACHIEVEMENTS/FEATS ===============================================
- Feats are achievements which award extra EXP as a one off bonus for completing the specific feat/objective during a game.
- To be added later.
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