I revised this for everyone there are a few changes and it’s all combined. I’d like everyone’s opinion if at all possible. I would also like to see if anyones opinions on it has changed
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Ceserthen
STORY
At the dawn of the Zone battles, When chaos and mayhem flourished widly, a group of scientists built a series of new more powerful weapons. A group of ships called the ARC fleet carried these weapons. These ships left their factories on Koth for their maiden voyage when a massive bombing of the planet Koth occured. When all of it quiteted the ARC fleet had vanished...
Now a group of astrolegers have found one of the ARC fleet's Ships, The ARC-Ship 9, Two opposing sides have set out to conquer this ghost ship, the Galuit Armada and the Oron Fleet. The ship is divided into 5 sectors, each of these a key to capturing the ship and each having a teleport located on it. The opposing sides have agreed on a conquest of the battlefield. The winner forcing the opposing side off the ship through sheer force.
LEVEL DESIGN:
The level is devided into 5 seperate sectors each of these has a a base-like area hosting a teleport in which you can access upon capturing the base teleportation can be used to access that base from your home base, the attaching dropship, you cannot be in any vehicle to capture the base.a short description of the sectors will follow
Sector 1:
The westernmost sector. This sector is the bunking area for the original crew of the dropship. This sector hosts many obstacles for a stragetic player. This sector hosts a starting teleport for the Galuit Armarda
Sector 2:
This part of the ARC ship was destroyed in the retreat from Koth leaving a large open battlefield for a variety mechs and speeders to fight. before entering this sector you need to have a space suit epuiped which can easily be found in the adjacent sectors. This is the northernmost sector.
Sector 3:
The Easternmost sector of the ARC ship. This sector is the remains of the temporary factory set up to suply the crew of the ARC ship with weapons. This Sector hosts the starting teleport for the Oron Fleet
Sector 4:
This sector is the training area of the ARC ship. It was originally designed to host a training area for many weapons to keep the crew of the ship properly trained. The southernmost sector.
Sector 5:
The control room of the ship, an area perfect for any type of fighting.
GAMPLAY:
Basic Game play:
Upon entering the dropship there are five teleports each one with the team holding that sectors emblem above it. When a round starts there is a 30 second period before any type of action can occur or any coring can take place. Upon selecting your class and team you can enter the teleport and go to the coresponding base on the battle field. when you do die you return to the dropship to restart again. One team wins on one of two conditions. (1. A Team is completly eliminated after the 30 second start time. (2. For each kill you get ten points and for each second of base time multiplied by the number of bases will add up to a certain score. Each team needs to get 2000 points to win.
Extra Gamplay:
Winning
To Win you must reach a score of 1000(give or take a little). For each base you have control of you get 10 point and for each enemy you kill you get 2 points. If you control more than one base the points per second multiply by the number of bases controlled.
Weapons
To Get weapons you can go through two different ways. The first way would be the prototype A method. In this method you find Prototype style weapon and upon returning to the dropship (without dying) you can go to the team selector and submit the weapon which will give the classes that have the weapons allowed them to use them. You can have up to 1 at a time. The second way is prototype B method. For this method you get a “modified” weapon which is an illegal weapon that has some things that were banned meaning that you can’t produce more so you just keep the weapon for yourself (you lose it if you die) You can only carry 2 at a time.
Losing
When you lose everyone is warped back to the dropship.
Mechs
The mechs come in three types
1. Light Mech: a small mech that shoots DH-18 style shots and has around 100 Hp
2. Mech: the regular mech
3. Light speeder: like the Zone wars speeder
4. Speeder: the everyday speeder
Cameras
Throughout the ARC ship are a series of cameras to view areas such as bases and camping spots.
CLASSES:
( )=Prototype A weapons
ARC Scout
definition: a speedy class with a lack of weapons.
Suit: Pack, Flagwhite,
Belt: Pipebomb, (frag grenade, Granade)
Pistols: Ap-ricces, (Ap-Ripper, R-51)
Rifles: Lrpulsar, Enhancedpulsar, Blaster,
Fire Support: Gavitron,
Armor: None
Powerups:None
Melee: Combat knife
ARC Infantry
Definition a medium speed class with a larger selection at starting weapons
Suit: Pack, Flagwhite,
Belt: Pipebomb, Grenade , (Frag Grenade, Taze bomb)
Pistols: Ap-ripper, G-18s
Rifles: Lrpulsar, Enhancedpulsar, (Kv-9, Stormrifle, dart gun)
Fire Support: none, (flame thrower Lava Gun)
Armor: None
Powerups:None
Melee: Combat knife, electron, (Muramasa Plasma Sabre)
ARC soldier
Definition a medium speed class with a different selection at starting weapons
Suit: Pack, Flagwhite,
Belt: Pipebomb, Grenade (frag granade, Taze bomb)
Pistols: Ap-ricces, G-18s (Ap-ripper)
Rifles: Dark pulsar, dartgun, (storm rifle, enhanced Pulsar, Lr pulsar)
Fire Support: flamethrower, ( Lava Gun, Gravitron)
Armor: None
Powerups:None
Melee: Combat knife, electron (Muramasa)
ARC Heavy Warrior
Definition a Class excellent for the ground confontation of mechs
weapons
Suit: Pack, Flagwhite, Mech controller Mk1*
Belt: Pipebomb, taze bomb , (grenade, Frag grenade)
Pistols: Dartgun, KV-9 (Ap-rippers, Ap-prices, R-51s)
Rifles: Enhanced pulsar, (Lr-pulsar, Dark pulsar, Storm rifle
Fire Support: grenade launcher, (Mortar, Bazooka, Lava gun, flamethrower)
Armor: None
Powerups:None
Melee: Beam, electron
ARC Mechanic
definition A class perfect for manning mechs and heavy turrets
Suit: Pack, Flagwhite, Mech controller Mk2*
Belt: grenade
Pistols: G-18
Rifles: none
Fire Support: none
Armor: None
Powerups:None
Melee: Combat knife
ARC commando
definition An alternative to a scout with more offense
Suit: Pack, Flagwhite,
Belt: frag grenades, (pipe bomb)
Pistols: Ap-prices, (Ap-rippers, R-51, G18)
Rifles: Er-beamer, (crossbow, Lr pulsar)
Fire Support: flamethrower
Armor: None
Powerups:None
Melee: Combat knife
ARC Defender
definition A slow and more powerful class
Suit: Pack, Flagwhite,
Belt: Pipebombs, proximines (Frag grenades, grenades)
Pistols: Ap-pripper, (ap-prices, G-18s, R-51)
Rifles: Enhanced pulsar, (Lr pulsar, Storm rifle, ER beamer)
Fire Support: granade launcher (mortar, bazooka, flamethrower, Lava gun, gravitron)
Armor: None
Powerups:None
Melee: Combat knife (muramasa, plasmasabre)
ARC fighter
definition a class deigned for come and go combat faster than scout in run slower in walk
Suit: Pack, Flagwhite,
Belt: none
Pistols: none
Rifles: none
Fire Support: none
Armor: None
Powerups:None
Melee: Combat knife (Muramsa, Plasma sabre, beam)
Weapons found on the battle field
M controller Mk 1- a controller that can only control Speeders
M controller Mk 2- A controller that can control speeders and Light Mechs
M controller Mk 3- a controller that can control all the vehicles
Access Card- used to access certain parts of the ARC ship and access cameras
Plasma Rifle---
Enhanced Pulsar----
ER beamer---
Lr pulsar---
Kv-9---
Dart Gun---
Blaster---
G-18---
R-51---
Ap-pricces---
Ap-rippers---
Lava Gun,---
Flamethrower---
Bazooka---
Mortar---
Plasma sabre---
Electron---
Beam---
Pipebomb---
Grenades-
Frag Grenades-
Taze bombs
That’s all for now. Hope you like improved. |