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Ironhulk Concept (Ver. 2)

May 26th, 2014
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  1. IronHulk
  2.  
  3. ======== DETAILS ===============================================
  4.  
  5. First person, 4 player co-operative wave based survival shooter set aboard a large marooned spaceship which loses contact during it's automated return flight. (Kinda of Similar to CoD:Ghost's Extinction mode but on a larger scale)
  6. Player creates a character from the 4 available classes who gains exp and ranks up, with their leveling up progress is carried across all games
  7.  
  8. During the actual game, player gains credits by killing enemies and completing the game objectives (or surviving waves on the prologue/survival mode)
  9. Credits are the main currency and only last for that game (although a total credits earned stat is recorded for feats)
  10.  
  11. 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.
  12. 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.
  13.  
  14. 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.
  15.  
  16. 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.
  17.  
  18. 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).
  19.  
  20. 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).
  21.  
  22. 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)
  23.  
  24. 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).
  25.  
  26. New weapons and Perks are unlocked as the player ranks up, additional exp is awarded for completing specific feats across all games.
  27.  
  28. ======== MECHANICS ===============================================
  29.  
  30. Hacking/Activating Objectives - Certain objects need to be activated or Hacked to complete an objective, such as restoring power to a terminal or Hacking a door to unlock it. This is done by Activating it once (A button, see controls) which starts a timer (reprsenting the activation happening) then Re-Activating the object again once the timer is complete (pressing A again). The initial activation determines the timer length (the Technician's starting perk reduces this by a %) and the second activation can be done by any player even if they weren't the one to start the process, i.e if the player who started it is downed.
  31.  
  32. Bleeding Out - When a player takes enough damage to reduce their health to 0%, they go down and begin to bleed out. During this bleeding out status, they can be revived by another player if either player has a Medkit. If the player is not successfully revived before they bleed out, they lose consciousness and are not revived until the wave is completed and all enemies are killed (Unconscious players are automatically revived at the end of a wave, at the nearest activated terminal).
  33.  
  34. Reviving - Reviving a Downed (Bleeding Out) player requires a either the downed player or the player attempting to revive to have a Medkit (although a Medic Class perk can override this). The reviving player moves to the downed player and Presses the contextual A button to begin a Revival, they must then rapidly press the A button as quickly as they can to fill a revival bar (the Medic Class's starting perk causes the bar to fill quicker per button press), if the bar is successfully filled before the reviving player is also downed (as they are unable to defend themselves during the process), the Downed player recovers, gets up with full health and continues as before.
  35.  
  36. ======== WEAPONS ===============================================
  37.  
  38. Each Class character starts the game with a M-12 pistol as the starter weapon and has the ability to carry another.
  39. Visiting the Armoury area in game allows a second weapon to be purchased and equipped but the first weapon is never replaced.
  40.  
  41. Unlockable Weapons
  42. -------------------
  43. Weapon Name Rank Unlocked Weapon Type Details
  44.  
  45. M-12 Pistol Rank 1 Pistol Starter Weapon, Holds 8 Ammo, average pierce and decent damage)
  46. PDW-Tazer Rank 3 Electro Recharges between uses with unlimited ammo, zap nearest enemy, low damage
  47. Micro Ripper Rank 5 SMG Holds 30 Ammo, low pierce but decent damage
  48. TMP-9R Rank 9 Pistol Holds 20 ammo, full auto machine pistol with good pierce and decent damage
  49. SPC-Ripper Rank 12 SMG Holds 32 Ammo, medium pierce and decent damage and a laser sight.
  50. RM-870 Rank 16 Shotgun Holds 8 Ammo, low pierce but widespread shot and high damage
  51. TRX-Rifle Rank 20 Assault Rifle Holds 40 Ammo, High Pierce and good damage
  52. Plasma Pistol Rank 24 Plasma Holds 15 Ammo, Low Pierce, high damage,
  53. XM-25 Rank 28 Explosives Holds 8 Ammo, Airburst Grenade launcher
  54. Combat Shotgun Rank 30 Shotgun Holds 12 Ammo, medium pierce, widespread shot and high damage
  55. SVD-8 Rank 35 Sniper Rifle Holds 8 Ammo, High pierce and high damage
  56. LMG-Rifle Rank 40 Assault Rifle Holds 80 Ammo, High Pierce and average damage
  57. THMPR-X8 Rank 45 Explosives Holds 12 Ammo, Drum-Fed Grenade Launcher, high damage
  58. DSR-50. Rank 48 Sniper Rifle Holds 12 Ammo, High Pierce and very high damage
  59. Plasma Rifle Rank 50 Plasma Holds 65 Ammo, Medium Pierce and very high damage, low recoil
  60.  
  61. At level 50 each Class unlocks a special weapon, only available for that class on to be purchased from the Armoury.
  62.  
  63. STALKR-XTR Rank 50 SMG - (Stalker Experimental Threat Response Weapon)
  64. Specialist Class Unique Weapon - Holds 60 Ammo, high pierce and above average damage and has a smart sight which detects DNA signatures and changes colour accordingly. Blue/White for Scanning/No Target, Green for Friendly, Red For Hostile/Target.
  65.  
  66. PDW-Shocker Rank 50 Electro - (Personal Defense Weapon - Shocker Model)
  67. Technician Class Unique Weapon - Rapidly charging version of the PDW-Tazer weapon with higher damage and a longer range/arc distance.
  68.  
  69. DeFib-MR Rank 50 Electro - (Defibrillator Medical Rifle)
  70. 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.
  71.  
  72. Spitfire-ML Rank 50 Explosives - (Spitfire Micro Launcher)
  73. Tank Class Unique Weapon - Holds 28 Ammo, Chain fed, LMG style weapon which rapidly fires micro explosive tipped projectiles.
  74.  
  75.  
  76. ======== CHARACTER CLASSES ===============================================
  77.  
  78. 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.
  79.  
  80. ----------------------------
  81. 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.
  82.  
  83. Starting Perk - Fast Hands (Increased Reload Speed for all guns)
  84. Level 5 - Run and Gunner (Player deals 125% damage with Pistols and SMGs)
  85. Level 8 - Experienced Killer (Player gains extra EXP for killing enemies)
  86. Level 12 - Marksman (Player deals 125% damage with Assault Rifles and Sniper Rifles)
  87. Level 18 - Ammo Hoarder (Player can carry 25% more max ammo for all guns)
  88. Level 25 - [Extra Perk Slot]
  89. Level 32 - Riot Squad (Player deals 125% damage with Shotguns and Explosives)
  90. Level 40 - Gun Nut (Guns and Ammo cost the player 25% less from the armoury for this player)
  91. Level 49 - Heavy Weaponry (Player deals 125% damage with Electro and Plasma Weaponry)
  92. Level 50 - [Extra Perk Slot] [STALKR-XTR Unlocked in Armoury]
  93.  
  94. ----------------------------
  95. Technician Class: This class acts as a support role which hacks objects, downloads data and restores power quicker than other classes)
  96.  
  97. Starting Perk - Hacker (The Player hacks doors, restores power and downloads data quicker than other classes)
  98. Level 5 - Extra Credit (Player gains extra Credits and extra EXP for hacking door/restoring power/downloading data)
  99. Level 8 - Deeper Pockets (Player can store 25% more max ammo than other classses)
  100. Level 12 - Electrician (Player does 250% Damage with Electro Weaponry)
  101. Level 18 - Startup Funds (Player starts with an extra +500 Credits)
  102. Level 25 - [Extra Perk Slot]
  103. Level 32 - Engineer (Player does 150% damage with Plasma weaponry)
  104. Level 40 - Loyalty Scheme (All Players recieve a 25% discount on purchased Med Kits or Ammo packs from Terminals or the Armoury)
  105. Level 49 - Access Protocols (The Technician can hack doors almost instantly)
  106. Level 50 - [Extra Perk Slot] [PDW-Shocker Unlocked in Armoury]
  107.  
  108. ----------------------------
  109. Medic Class: This class acts as the support/healer of the group and can revive downed players quicker.
  110.  
  111. Starting Perk - First Aid Training (Player revives downed players quicker and gains extra EXP for doing so)
  112. Level 5 - Medical Supplies (Player can carry an extra 2 Med Kits (a max of 3) than other classes)
  113. Level 8 - Body Armour (The player starts the game with 125% normal max health)
  114. Level 12 - Sharing is Caring (Medic Player regains a small amount of health when they revive a downed player)
  115. Level 18 - Adrenaline Shot (Players gain increased movement and reload speed for a short duration after being revived)
  116. Level 25 - [Extra Perk Slot]
  117. Level 32 - Self Diagnosis (Medic Player can revive themselves as long as they have a Med Kit or the Field Dressing Perk)
  118. Level 40 - Field Dressing (Player can still revive downed players up to 20% health without needing a Med Kit)
  119. Level 49 - EM-Res Armour (Emergency Medical Response Armour, The Medic slowly regenerates health when not taking damage)
  120. Level 50 - [Extra Perk Slot] [DeFib-MR Unlocked in Armoury]
  121.  
  122. ----------------------------
  123. 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.
  124.  
  125. Starting Perk - Tank Armour (Tank player starts the game with 150% normal max health but moves at 80% speed)
  126. Level 5 - Brute Force (Increases Melee Damage by 200%)
  127. Level 8 - Bug Squasher (Tank Player gains 250% exp for Melee kills)
  128. Level 12 - Survivor (Tank Player takes longer to bleed out than other classes)
  129. Level 25 - [Extra Perk Slot]
  130. Level 32 - Shotgun Expert (Player does 150% damage with Shotguns)
  131. Level 40 - Demolitions Expert (Player does 150% damage with explosive weaponry)
  132. Level 49 - Juggernaut (Tank Player rapidly regenerates health when not under attack)
  133. Level 50 - [Extra Perk Slot] [Spitfire-ML Unlocked in Armoury]
  134.  
  135. ======== ENEMIES ===============================================
  136.  
  137. The type of enemy and number of them spawned depends on the current wave, enemy health increases in later waves.
  138. Enemies are an insect like alien species which have overrun the ship. They spawn from specific points within an area such as airducts or holes they have made in the walls etc.
  139.  
  140. Hivenest - A collection of newly birthed egg sacks containing Larvae, they appear as a semi-transparent gel/jelly like sack in which the larvae can be seen. The egg sacks themselves offer no threat as the Larvae inside aren't capable of living outside the gel environment so will die upon the destruction of an egg. The bigger threat comes from the Breeder and other insects who are commonly found protecting/guarding these Hivenests.
  141.  
  142. Larvae - Newly hatched, the larval form of the insects are slow and easily killed. Distinguishable as large grub like organisms with spindly legs, the Larvae are of very little threat unless they significantly outnumber the players.
  143.  
  144. Adolescent - After a short period spent growing and adapting to the atmospheric conditions, Larvae reach an adolescent form which is more dangerous due to their talon like claws which form on their front legs and their newly developed hunting instincts. They typically hunt together in small packs looking for a suitable place to cocoon themselves as they gestate to reach adulthood.
  145.  
  146. Cocoons - The Cocoon is distinguishable as a gel/jelly like sack similar to an egg sack which attaches itself to, and hangs from a roof or wall. It typically contains either a Adolescent or a Drone, but sometimes a cocoon can contain a Breeder too, which will burst out of the Cocoon and attack if the Cocoon is disturbed. A collection of Cocoons is a particularly dangerous threat if any are disturbed as the action of one cocoon bursting will disturb all of the others which can leave a player quickly outnumbered.
  147.  
  148. Drone - The most basic form of an Adult, they keeps their talon like claws from the Adolescent stage but now have fully formed wings and begin to behave like a large wasp or hornet attacking as swarms whatever they perceive to be a threat to the hive. The abdomen is their weakest point of their body making them much easier to kill when flying as opposed to crawling along the ground.
  149.  
  150. Breeder - Rather than becoming Drones once reaching maturity, when a hive reaches a certain size some Adolescents emerge as breeders responsible for birthing the next generation. Whilst they do have wings, they are distinguishable by a larger, bloated abdomen which contains larvae eggsacks and due to this weight they do not fly unless angered. Typically found creating hivenests or protecting a newly hatched group of larvae, they are less of a threat than most Adult forms unless angered or their hivenest is attacked. Highly aggressive when protecting a hivenest or angered, they will begin to fly and immediately attack whatever threatens their Hivenest. Once again their weakest point is the abdomen which is easily targeted due to its bloated size however doing so will anger the Breeder and make it much more aggressive.
  151.  
  152. Royal Hivenest - A collection of Royal Eggsacks birthed by a Queen and protected by a King and Guard form insects, Royal Egg sacks are much larger and far more dangerous than the none royal form as the larvae within are pure, first generation insects and grow much more quickly meaning that they typically survive having their egg destroyed and emerge as a Royal Adult as opposed to dying as unadapted larvae.
  153.  
  154. Guard - Typically found guarding a Royal Hivenest and sometimes found guarding a normal Hivenest, a Guard form Adult is similar to a Drone however it's abdomen grows much thicker and forms a exoskeleton type armour making it no less weak than any other part of it's body as an a result making the Guard form as a whole, much harder to kill. In addition, it's talons become elongated making them much deadly. One of the most dangerous forms of the insects, the only good thing about this form is that it is totally incapable of breeding.
  155.  
  156. King - The main protector of the Queen and a Royal Hivenest. He is distinguishable as a much larger version of the Guard form with a thicker exoskeleton armour making him much harder to kill. Due to his immense size and bulky exoskeleton, flying requires a large amount of effort so he rarely flies more than short distances, as such he rarely leaves the Royal Hivenest. He defends a Royal hivenest and acts as a counterpart to the Queen mating with her and the protecting her during her near constant breeding/birthing cycle.
  157.  
  158. Queen - The mother/hive controller insect which also births the initial/Royal generation of Insects. She is distinquishable as large, bloated Breeder, due to her thick exoskeleton and her abdomen being filled with egg sacks she is almost incapable of movement and is protected by the King and Guard Form insects. Once her protectors are destroyed she herself offers very little threat but is incredibly difficult to kill and can force birth Royal Drones as a last resort defense if she needs to.
  159.  
  160. Royals - Pure bred versions of the Adult form hatched from eggsacks birthed directly by the Queen. They skip the adolscent stage entirely, gestating and growing past the larvae stage whilst still within the Queen's abdomen. They are distinguishable as having most of the traits of a larger than normal Drone, including the sharp talons and wings but also a larger abdomen which contains a few eggsacks. The Royal form is purest form of the breed and the one responsible for dispersal of the species to new areas. Left undisturbed, each of the royals will travel to and form a hive in a new location and either transform into a Queen form and begin the breeding process again with a new royal hivenest, a King form as a protector for a hivenest which already has a Queen or a Breeder form and assist with increasing the growth of the breed by producing additional Hivenests where both a Queen and King form already exist.
  161.  
  162. Assuming a King was killed and the Queen (and/or the Royal nest) survived, the Royals which emerge from the egg sacks can quickly adapt and grow into a new King and even a new Queen as required to replace the lost ones. As such a Royal Hivenest is highly dangerous and destroying one should be considered the highest priority, even at the cost of ones survival, within an infestation scenario.
  163.  
  164. ======== DIFFICULTY SETTINGS ===============================================
  165.  
  166. Player can play the game on 4 difficulty settings which affects bonus credits awarded, EXP earned and the price of Medkits and Ammo packs.
  167.  
  168. Easy - 45 Seconds between Waves, Bonus Credits at the end of each wave, Items are 50% cheaper. 75% EXP Multiplier
  169. Normal - 30 Seconds between Waves, Bonus credits at the end of each wave, Items are normal price, 100% EXP Multiplier
  170. Realistic - 20 Seconds between Waves, No Bonus Credits at the end of Waves, Items are normal price, 125% EXP Multiplier
  171. Hardcore - 15 Seconds between Waves, No Bonus Credits, Items are 150% more expensive, 200% EXP Multiplier
  172.  
  173. ======== ACHIEVEMENTS/FEATS ===============================================
  174.  
  175. Feats are achievements which award extra EXP to the character the player was using at the time, as a one off bonus for completing the specific feat/objective during a game.
  176.  
  177. Revive a downed player 1, 10, 50, 100 Times across all games.
  178. Hack/activate an objective 10, 50, 100, 500 Times across all games.
  179. Kill 100, 1000, 10000 and 25000 total enemies across all games.
  180. Kill 50, 500 and 5000 of each Enemy Type across all games.
  181. Earn 5000, 10000, 25000 and 50000 total credits across all games.
  182.  
  183. Complete the Main Campaign mission on Easy difficulty or Higher.
  184. Complete the Main Campaign mission on Realistic difficulty.
  185. Complete the Main Campaign mission on Hardcore difficulty.
  186.  
  187. Play as all 4 classes atleast once.
  188. Reach Level 10 with any character.
  189. Reach Level 25 with any character.
  190. Reach Level 49 and unlock every perk, with any character.
  191. Purchase and fire a Specialist Weapon with any character.
  192. Reach Level 50 with one of each Character class.
  193.  
  194. Reactivate all the Terminals in a single run of the Prologue Mission/Survival Mode
  195. Reach Wave 5, 10, 25, 50, 100 in Prologue/Survival Mode
  196.  
  197. Survive and kill off all remaining enemies in a wave when you are the only player not down, whilst playing as the Specialist Class.
  198. Successfully finish Hacking/activating an Objective when you are the only player not down, whilst playing as the Technician Class.
  199. Successfully revive a downed Player when you are the only remaining player not down, whilst playing as the Medic Class.
  200. Successfully Execute/Kill an Adult form enemy with a Melee attack whilst playing as the Tank Class.
  201.  
  202. -----------------------
  203. More to be added later.
  204. -----------------------
  205.  
  206. ======== CONTROL SCHEME ===============================================
  207.  
  208. Designed with a controller in mind as opposed to Keyboard/Mouse.
  209.  
  210. Left Thumbstick: Move Character
  211. Right Thumbstick: Look Around/Aim
  212. Left Trigger: Aim down sights (Hold)
  213. Right Trigger: Fire Weapon (Hold for fully automatic fire)
  214. Left Bumper (LB): Toggle between carried weapons (does nothing if only 1 weapon is being carried)
  215. Right Bumper (RB): Toggle between carried weapons (does nothing if only 1 weapon is being carried)
  216.  
  217. Y: Reload Weapon (Plays an "I'm out of ammo" voice command if player has no ammo left)
  218. X: Toggle Torch on/off (Torch is built into player's helmet)
  219. B: Melee Attack
  220. A: Use/Activate/Revive (contextual, activate objectives, reviving downed players and using terminals etc)
  221. Up: Voice Command (Move Forward, Proceed, etc)
  222. Down: Voice Command (Wait, Hold Up, Stop, etc)
  223. Left: Voice Command (Run, Retreat, Move Backwards, etc)
  224. Right: Contextual Voice Command (Help me, I need reviving, I'll hack the door, etc)
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