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Parasite 3 v1.07

Description

A game of deception. Two randomly choosen players are selected to be an alien and a mutant, and the rest are human. Humans work together to figure out who among them is non-human and destroy them while the Alien and Mutant deceive the humans and kill them! The Mutant and Alien are not allies and must destroy each other as well.

Feature Highlights

- Alien and Mutant elements are able to disguise themselves as humans, creating an atmosphere of paranoia and mistrust.
- New Mutant player introduced to the series: a lone hunter that kills and absorbs players to acquire more power.
- Custom Chat system that allows players to communicate strickly to other nearby players only or to all players. Also features that allow you to disable long range chatting!
- Intricate use of various different items and weapons that offers a wide array of customization.
- Triggered projectile system requiring players to "point click" to use their weapons, adding a greater skill curb.
- Epic space ship combat with triggered movement and projectiles in a similar fashion as the projectile system implemented.
- Interactive environment; access a wide range of different terminals and other things to change the flow of the game.
- Money system; money is acquired periodically and is used to purchase more powerful items. Money can be stolen from other players.
- If you die, you can participate in a death match mini-game with other dead players or choose to watch the game.
- Game automatically remakes after it ends!
- Dead players are able to revive!

Model/Skin Credits

NewbieMapper, alfredx_sotn, JetFangInferno, acolyteofdoom, Matarael, killst4r, s4nji, Epsilon, Frankster, Talon the Mage, abriko, RightField, Ham Ham, Suselishe, WILL THE ALMIGHTY, Elenai, Afronight_76, halo, CRAZYRUSSIAN, -JonNny, Anachron, Infinitynexus, The_Silent, 0123456789, KelThuzad, Mc !, bigapple90, Zombie, SantoRayo[iP], graystuff111, Captain_Rufar
Also, special thanks to madhatters for his projectile system.

Please bring it to my attention if I have missed anyone!

Play Testing Credits

Aztingo, Senza-Amoree, Darth_Lag, Plutonium239, NS_Ice, Marak, Nickhunter, Stark, Clanzion, Shadowfrench, SpoonKitty, SophietheDog, Death_Waits, LordDreed, Warchief(L), SimaZhao[lotf], Dodecahedron, GrandMasterTash, YinYang, Bloody_Wolf, CrazedTroll, and Illadinz

- Fixed a bug with that allowed players to revive with medical suit after they were killed inside an exploding ship or station.
- Fixed a bug that allowed players to access the interior of space ships even while they were in space.
- Revised Dragon Combat Suit.
- Revised Tesla Combat Suit.
- Buffed Space Station's regular attack.
- Nerfed Nemesis's regular attack.
- Increased space ship turret's collision radius.


- Fixed a bug that causes space ship turrets to damage themselves.
- Fixed a major bug that occured after the inhabitants of a destroyed space station or space ship were killed resulting in everyone always reviving after death.
- Fixed a bug that prevented the Dragon Combat Suit's Heat Field ability from affecting enemies.
- Fixed Private Chatting.
- Nerfed Meteor Shower Event.
- Slightly Nerfed Space Pirate Event.
- Slightly Nerfed Space Station's regular attack.


- Nerfed Flame Thrower Robot Event.
- Fixed a victory/defeat bug that would occur when all players simultaneously die.
- Fixed a bug that allowed players to continously revive themselves with Medical Combat Suit.
- Fixed a bug that would not let the Furnace be able to hold corpses after a game remakes.
- Fixed a bug that would cause a space ship to be stuck after launching if the space station landed on the planet.
- Lowered the chance at which random events can spawn.
- Lowered the amount of kills needed to unlock killstreak rewards for The Arena.


- Nerfed overall damage that can be inflicted upon any player.
- Reduced firing delay for semi-auto weapons.
- Reduced the amount of life recovered from auto-regeneration.
- Reduced overall unit move speed.
- Made Random Events trigger less frequently.
- Nerfed Space Station's regular attack.
- Nerfed the Speed Boots Item.
- Buffed Dragon Combat Suit's Projectile Speed.
- Replaced Dragon Combat Suit's Conflagrate Ability with Napalm Grenade.
- Buffed the Effect Radius of the Dragon Combat Suit's Heat Field Ability but lowered its damage.
- Replaced Tesla Combat Suit's Static Charge Ability with Circuit Breaker.
- Buffed Hazmat Combat Suit's Hazmat Shield ability by doubling auto-regeneration rate while it is active.
- Revised the Space Pirate Event.
- Nerfed the Maximum Life and damage for Failed Human Experiments.
- Nerfed the Maximum Life for Renegade Robots.
- Nerfed the Melee Damage for the Fire-Based Renegade Robot.
- Slightly Reduced the time it takes to enhance genetics.
- Slightly Increased Cooldown for Item Dispensing.
- Made Blood Tester unusable until after the first 5 minutes of each round.
- Prevented the Item Teleporter from teleporting a detonated Anti-Matter Bomb.


- Added Capital Rewards For Killing Random Event Spawned Enemies.
- Added Team Color Distrinction For User Controlled Juggernaut Suits.
- Added Particle Shield Ability to Juggernaut Suits.
- Buffed Move Speed for Melee Alien Forms.
- Buffed Space Station and Each Space Ship's Maximum Hitpoints.
- Slightly Buffed Maximum Life for Tier 1 Alien and Spawns (non-cyborg).
- Increased Cooldown for Item Dispensing.
- Reduced the Cooldown for the Arena Juggernaut's Emergency Repair Ability.
- Nerfed Cyborg Spawn's Maximum Hitpoints.
- Nerfed Most Ranged Damage.
- Nerfed Medic Combat Suit's Firing Rate.
- Nerfed Transfusion Kit.
- Nerfed the Assault Combat Suit's Ensnare Ability.
- Nerfed Damage Inflicted by the Star.
- Nerfed Shadow Combat Suit's Blackhole Ability.
- Nerfed Maximum Hitpoints for Renegade Robots.
- Fixed a Bug That Prevented The Dragon Combat Suit's Napalm Grenade From Inflicting Damage.
- Fixed a Bug That Would Cause a Player's Screen to be Locked Onto The Space Station Whenever it is Launched From The Planet.
- Fixed a Bug That Prevented Gene Splicer on The Helios From Functioning Properly.
- Fixed a Bug That Displayed Player Red's Name as the Victorious Reaper, Regardless if he/she is or isn't.
- Fixed a Bug That Would Cause Killstreak Reward Items to Drop From Slain Arena Contenders.
- Fixed a Bug That Allowed Arena Contenders to Use Super Abilities Limitlessly Once Awarded.
- Fixed a Bug That Prevented Players From Viewing Cameras on Planet And Ships.
- Fixed a Bug That Would Sometimes Cause Players to be Permanently Stuck Onboard a Ship When Launched From a Station Preparing to Land on The Planet.
- Fixed a Bug That Would Prevent the Anti-Matter Bomb From Affecting Anything When Detonated on The Planet.
- Fixed all Bugs Associated with the Juggernaut Killstreak Reward for Arena Contenders.


- Nerfed First Aid Kit Cooldown.
- Nerfed Mutant by Reducing its Starting Armor to 0.
- Nerfed Damage for Covert, Hazmat, Dragon, and Shadow Combat Armor Suits.
- Nerfed the Shadow Combat Armor Suits's Blackhole Ability.
- Nerfed the Hazmat Combat Armor Suit's DeGenerator Ability.
- Reduced the Amount of Animals Spawned in Biodome and on the Planet.
- Fixed a Bug That Would Cause Dispensers on the Planet to Not Respawn After Remake.
- Fixed a Bug Where the Gene Splicer on the Helios Would Spawn Genetic Material Items in the Wrong Location.
- Fixed a Bug That Allowed a Player Enslaved by the Captain's Badge to Change Alliance Settings.
- Fixed a Bug That Allowed Aliens to use Cryogenic Chamber.
- Added Guilt System for Anti-Team Killing Measures.
- Added Scanner to Planet.


- Fixed a bug that would cause genetic upgrades to kill a player if they were created by the gene splicer on the andromeda.
- Fixed a bug that would cause aliens and mutants to die if they revert to human form with low hp.
- Nerfed the Reaver Alien's Deep Tunnel ability.
- Nerfed the Mutant's Quantum Leap ability.
- Nerfed the Savage Alien's Voracious Spore ability.
- Nerfed the Behemoth Alien's Thunder Spore ability.
- Nerfed the Draconian Alien's Nightmare ability.
- Nerfed the Magnum item.
- Nerfed the Mutant's Tentacle abilities.
- Buffed the Absorber item.
- Buffed the Heavy Assault Mech.
- Decreased the cost of the Super Weapon Clip, Syphon Kit, Infared Lense, Portable ALRM, and Identity Change items.
- Made it easier to rapid fire with semi-auto weapons.
- Reduced the rate of fire for the shadow armor suit.
- Reduced the initial armor reduction for the maverick armor suit.
- Allowed the Heavy Assault Mech to be pinpointed on the minimap for aliens and mutants.
- Allowed the maverick armor suit's auto target ability to be used in conjuction with semi-auto weapons.
- Intensified guilt by also adding a capital reduction to the team killer.
- Added new abilities for the maverick armor suit.
- Added capital rewards for killing infested animals, failed human experiments, pirates, aliens, and the Mutant.
- Added capital rewards for earning killstreaks in the arena which carry onto the next round.
- Added a secondary auto regeneration upgrade effect to the Portable ALRM item.
- Added the microfusion bomb cache event.
- Added the abomination event.


Keywords:
Parasite, Parasite 3, alien, paranoia, mystery, murder, who is the killer, who is the alien, deception, survival
Contents

Parasite 3 v1.07 (Map)

Reviews
12:02, 22nd Jun 2011 -Kobas-: Status: Approved
Level 5
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Messages
112
Perhaps, but they are not slaves. Rather than serving the original cerebrasite, the new cerebrasites serve a collective desire to infest, evolve, etc, and so instinctively they work together, but they also possess will, and thus may choose to betray their brethren in the case of bombs and the likes. That seems to me like a more realistic approach.

However, I agree with their being more self-infestors, I just want to see how it plays out. If it doesnt work, ill make spawns return to a "lesser form" of the original.

I am also thinking about adding special game modes that players can vote on or possibly decided by host. One I came up with is one player is an all powerful AI, and the others are all cerebrasites. The end is decided when the AI dies or all cerebrasites have been killed. Cerebrasites can choose to either band together against the AI, or kill each other. As a cerebrasite, killing other cerebrasites has its benefits. Your parasite population cap will increase for every other cerebrasite you kill, and if you kill enough you'll be able to obtain higher evolutions. In this game mode, cerebrasites will only be able to evolve by killing enough of their own kind. The AI will be a more powerful version of the AI I plan on implementing later, and its only goal will be to kill all cerebrasites.

If I do end up adding special modes, I can include others like human free for all, where everyone is human and must kill each other and the last man standing wins, or there can be team death match types.
 
Level 5
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Updated, here's the change log:

V 0.6.2

- Fixed a bug that would show both aliens and humans winning or losing when game ended.
- Nerfed link and spore mines by decreasing their explosive damage to 40, and adding a 3 second channel time
- Made link and spore mines untargetable
- Fixed a bug where microfusion bombs wouldnt permanently kill players.
- Fixed an issue with the HAR's sniper mode having more damage than shown on the tooltip description.
- Decreased the damage of the HAR in sniper mode from 45 to 40.
- Fixed a bug that prevented the parasite scanner from pinpointing cerebrasites.
- Fixed a bug with the space station having no sight radius.
- Fixed a bug where you could control your main unit and space ships/turrets/station at the same time.
- Fixed a unit selection issue regarding toggling transformation and chrysalis form.
- Decreased the distance of the warp armor's warp ability from 1200 to 800, and its mana cost from 75 to 50.
- Fixed several issues with the symbiote cerebrasite's master of disguise ability.
- Fixed an issue with the file name that prevented bots from hosting the map.
- Decreased Tier 1 Cerebrasite's HP from 500 to 450, and its HP Regeneration from 6 to 5.
- Decreased the Scarab Cerebrasite's HP from 650 to 600, and its HP Regeneration from 6 to 5.
- Decreased the Symbiote Cerebrasite's HP from 550 to 500, and its HP Regeneration from 8 to 6.
- Decreased the Grotesque Cerebrasite's damage from 50 to 45.
- Prevented elevator doors from being locked.
- Added security cameras inside explorer vessels, and the relay station.


I also included a more detailed description of the map in the first page, so hopefully moderators will approve this map soon.
 
Level 12
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That's awesome! Everything you said until now and the new version, that is. So, in truth, there are 3 versions: Cerebrate, the "main" Cerebrasite, and the lesser Cerebrasites. Nice. And Garfield, it IS realistic: As I said, ever heard of Natural Selection? Anything alive envolves depending on the pression of the environment to survive. So if everyone's using bombs, grenades, fast suits and the like, a survivor would foremost be a fast one. As TES says, "The best techniques are passed on by the survivors."
 
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The map still has alot of problems, and flaws, i suppose its not ready for play yet. I am working on more massive changes and bug fixes.

And sasuhkun, that's not what i said. There is no spawn and main cerebrasite differentiation. When someone is spawned, they will become the same unit as the cerebrasite is, only they start at tier 1 (no matter what tier the alien that spawn them is), but can evolve, just like the original cerebrasite can.
 
Level 9
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576
wow i support your game modes ideas (but team deathmatch) ! especially the first one with the big AI

another problem will be that being the main cerebrate wont be as fun as before (or maybe u can not infest humans to not transforml them) because of the less challenge

in parasite 2 i remember i tried to kill only one human (or two) during the whole game and tried to stay undiscovered when i chose the Shapeshifter because it's much funnier to create chaos with more people. I also did the same things with almost all evolutions (the Savage because it's scary when u trap them, the Illusionist, the mindcontroler)
now every people infested will evolve into a big alien and the station will be infested by every type of cerebrates !!

and i never said parasite 2 was not good but cronos was bored of it that's why i pointed out parasite 3 looks like more its predecessor now


edit : omg i couldn't find the map -_-

first bug i used the link bomb on myself as a disguised cerebrate and it did 16 dmg to me with this suit on
the fire does 0 damage
the range of link bombs are very short but u can make big traps, is there a wayu to detect bombs ?

the master of disguise didn't work in solo (with player green as computer)
and the bio bomb of this cerebrasite symbiote inflicted 300 dmg instead of 200 (to self)
i threw a bio bomb and used tentacle on it and it did 0 dmg to me but it destroyed the door :)

how to make people join the map ?
 
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Level 12
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What I meant is that there are 3 degrees. Cerebrate, that first cerebrasite that reaches the lvl 3 of evolution (and the only one to attain so, and so it is the main cerebrasite) and the lesser ones that can only reach lvl 2.
 
Level 20
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That's awesome! Everything you said until now and the new version, that is. So, in truth, there are 3 versions: Cerebrate, the "main" Cerebrasite, and the lesser Cerebrasites. Nice. And Garfield, it IS realistic: As I said, ever heard of Natural Selection? Anything alive envolves depending on the pression of the environment to survive. So if everyone's using bombs, grenades, fast suits and the like, a survivor would foremost be a fast one. As TES says, "The best techniques are passed on by the survivors."
I didn't say it's not realistic, this is what bothers me:
If spawns become same as cerebrate...then it's not unique being a cerebrate anymore, kinda ruins it.
It's not special being an alien anymore, your spawns will have the same abilities... (except for the fact that you're the only one that can evolve to tier 3, but it's still...meh)
 
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Tansaren, I am working on ways of nerfing link mines without sharply decreasing their damage, and also the master of disguise only works on user players so if you use it on computers it wont work.

And dont worry, i am bringing back spawns. Spawns will work much the same as they did in parasite 2 where they are lesser variations of the cerebrate's form, and they evolve only to the forms it evolves into.
 
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oh maybe the spawns could evolve too on their own in the less spawn from the upper tier.

For example tier 1 cerebrasite turns a human to spawn. Then the spawn can evolve when he wants into what he wants but it will be a lesser spawn all the time. he will have the same choices as the cerebrate but will go into what he desires.
I think it will still be imbalanced but if you want 50% parasite 2 system and 50% parasite 3 system you implemented 2 days ago it can look like this
 
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oh maybe the spawns could evolve too on their own in the less spawn from the upper tier.

For example tier 1 cerebrasite turns a human to spawn. Then the spawn can evolve when he wants into what he wants but it will be a lesser spawn all the time. he will have the same choices as the cerebrate but will go into what he desires.
I think it will still be imbalanced but if you want 50% parasite 2 system and 50% parasite 3 system you implemented 2 days ago it can look like this
A fine idea,imo. Though the whole idea of spawns evolving themselves is a bit redundant.
And Garfield, it IS realistic: As I said, ever heard of Natural Selection? Anything alive envolves depending on the pression of the environment to survive.
Forgot to mention that it's not that realistic...it's not like an animal can evolve just like that and change totally from it's own kin. It's like saying...why wouldn't domestic cats evolve to lions since lions are more powerful?
 
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Ahn... It wasn't working like that? I meant, like tanasren said?

It is realistic... It is the Natural Selection. A pretty much simplification it is that, as said by TES, "The best techniques are passed on by the survivors." Well, there is a bunch of animals of the same specimen. Those that have a ability or a trait that allows them to live more will make them reproduce more often than those who do not, and that ability is passed on (and gets more intensified, propably) through the generations. The ENVIRONMENT selects those that should evolve that way. By the way, lions and wolves that could be domesticated by human beings evolved into cats and dogs. Yes, they're superior than lions and wolves. What would make you survive most: Killing humans (very risky since they have weapons and shit) or make friends to them and be fed without moving a single talon forever?
 
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Just logged into infestation forums after a good year or so and saw the updates about P3 and decided to come read up on it. Is this craze going on in Starcraft II or WC3 TFT? I'd love to be a part of the madness, if you're looking for anyone to run around and give everything a try I'll be there!

The idea of spawns being individual from the cerebrate is annoying. The idea was to become a part of the cerebrate and becoming one of its minions. Spawns are meant to be the cerebrates henchmen, not players who suicide and then go have their own party evolving and basically being a second individual host. I think spawns should stay true to their P1 heritage. Evolve with the host, being killed by host if they are deemed as renegade, and having the ability to take the hosts place in case of humans getting the upper hand on the master.

Spawns always have different roles. Silly henchmen, annoying renegades who want to get in the way / help humans, distractions, reliable allies, and unique resources for upgrading. Giving them too much freedom in choices ruins the idea of getting them in the first place.

I always imagined that the core of the game is definitely a "Who Is It?" rather than survival or even actual gameplay. Spawns are humans that have basically lost the game and are only left to support the host. I'd hate to see them get a bigger purpose and greater freedoms making them desirable and a reason to just suicide if you're one of those people who refuse to play the game if they didn't become the host cerebrate.

Then again, I'm just a junky for P1 and get all nostalgic and dislike change haha. Who knows, any new ideas for spawns might turn out to be great. I'll definitely have a more adamant opinion once some playing gets done, as will everyone!

Rambling done haha. Sorry, seeing all this news got me excited. It's been a while since I've been able to chat about this junk <3

Maybe I'll finally get to see some Berserk items implemented like those deleted items from P2. Now that I think about it spawns becoming their own entities like Apostles kind of sounds awesome. I don't know I think I'll have a better idea and better support for my ideas once I give the map a whirl. Great stuff.
 
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Oh, yes, that would be awesome. (Even though some cerebrates wouldn't care much since they die anyway, ppl CERTAINLY don't want a noob 2nd para running around. Although that may "lock" some games in which the para kills a friend and someone else and choose the friend to be his predecessor, even if sucks.)
 
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Ehhh disagree. Even if a noob / annoying person is chosen (randomly) they'll still die just as fast as anyone else. Once they die if a competent spawn is still around then he'd be picked.

It really doesn't matter who gets the alien next because as long as the spawns stay alive they still have a chance to become it.

Picking would be annoying and would make it unfair. You don't pick who's captain, you don't pick who's droid, you don't pick who's the alien in the first place...

Randomness is the best part of this game, I'd hate to see someone's fair chance at being picked stomped on because a group of people all spawned each other and refuse to let anyone out of their circle become the alien.
 

Dr Super Good

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With spawn system I always found the problem was that once the alien gets a number of spawns, it is pretymuch a land slide victory. This problem is in all games like vampirisim where doing well makes you stronger. Even if 1 human is alive and everyone else is alien, there should still be a chance that he can win (although unlikly). Equally well, if no one is spawned and everyone works together in an ultimate team, the alien should have some chance.

An example would be additional spawns weaken the alien (although still together it is much stronger than without the spawn). The humans also could get access to powerful weaponary when running low on numbers so they can fight back against the large numbers. This would also fix the problem with people who start the game joining the alien (want to be spawned).
 
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I believe that a number of spawns was needed for evolution in Parasite 1 or 2 and that the evolution level of an alien allowed humans to get extras like the Robo suits and the self destruct station feature.

A game that drives team work always fails in the long run. The requirement for winning is killing the humans. Doing this (unless under special circumstances like human form killing or bombs etc.) will make them into spawns and weaken the host under your suggestion. This means that any game where noobies die quickly and dislike losing so fast rage quit and leave the host weakened. Unless of course it's made so spawns who leave make the host regain lost strength which would be way too complicated. Even if the spawns stayed in the game, the likeliness that they'd all work together would be very low unless you get one of those amazing groups of people on Warcraft who actually want to play a game the way it should be and aren't bitter about being spawned / losing. The alien needing a full team of spawns to assist it in killing humans would be a mess in my opinion.

The number of spawns giving humans additional weaponry would work strangely because spawns can still use human weapons until the final stage of evolution of the host. Meaning additional weaponry would be available to everyone, not just humans. In fact suicides might increase because several people want access to a "SUPER NUKE DEMON SUIT" or whatever powerful weapon is implemented.

I'm just a diehard fan of Parasite 1 and it's spawning system. I think that idea and the way spawns were played was perfect. Besides adding sparkle and polish to new spawns I don't think anything else should be done to change their purpose.

Perhaps spawns could gain points for killing humans (like harvesting souls in the game Phase Killer) that are used to increase their stats or allow them to use evolution-specific abilities. Something to give them motivation to stick around.
 
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In my opinion, spawns should be very weak, weaker than humans and they should only support the cerebrate a bit, and not ravage humans by themselves (atleast they shouldn't be that powerful). They have died and failed, they don't deserve to be strong. This would most likely prevent self infectors and would make game more balanced. Successful cerebrates would have advantage with spawns, but not too great.

Also the number of spawns shouldn't affect the cerebrate or the game. Those extra features like robotic suits or station self destruction should become available after some time passes. (And/or evolutions that require a certain amount of spawns could, instead, have a time requirement - game time has to reach some point)
 
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I'm not sure if it was the aspect of being a spawn or the ability to TK without being jailed that allured most suicidal players. Killing other players was sport to most people and spawning gave them the ability to do it all they wanted. Spawns should be weak but would that make their human form weak as well? Then it'd be obvious who was a spawn and who was human. That kind of route would be impossible to achieve.

I agree on the number of spawns having no influence on the game but I do accept it as being an achievement that should warrant some sort of bonus. Maybe it should be balanced by humans getting a bonus from killing a spawn or killing alien creeps.

The planet in Parasite 1 had tons of creeps that really were only obstacles to humans. Same with Parasite 2's Odessa, killing these things never did much for humans except allow them to survive a bit longer (except for P1's case where the planet fully infested was impossible to deal with).

However I'd like to point out that the host is not insanely strong to begin with. He's actually pretty flimsy (Cute 'lil Hydralisk) and anybody who is able to kill an experienced player deserves the extra help / bonus. The idea has always been 1 vs. ALL (Plus an Android) so it's not like Humans are at a complete disadvantage when the host has spawns. Spawning takes time and is a lot harder to do when humans are grouped together. In fact some games the host might never be able to keep spawns around because they are killed as soon as they're gained.

Overall I think I'll stick with the idea that Humans have far better tools for survival than the host does. Spawns, ability / evolution bonuses, and overall strength is deserved by a host who is accomplishing its mission. In theory a human would never get a bonus for killing an alien, whereas an alien almost always gets something for it.

Humans don't need or really deserve to have an advantage over the alien, but the host is in dire need of assistance from the very start as it's vastly outnumbered.

Time requirement would make special evolutions far easier than the spawn idea. Spawning can become difficult whereas waiting in a corner for the entire game is quite easy. I think spawning for upgrades was a simple and easy system that worked just fine.

Making spawns undesirable is what should be striven for and I agree with you on the idea of them dieing and failing. I just don't know of a way that this could happen without it becoming very obvious who the spawns are.

Perhaps a system where the alien must assimilate and fuse with spawns against their will? Spawns want their own consciousness, host gobbles them up, forcing them to leave yet still provide a bonus for the host. Although I think this would cause most spawns to leave upon human death haha. I just like the idea of a Hydralisk snacking on a human :3


(Oh and I believe that quite a while ago during a P2 beta that got trashed, DSG had a facehug idea where upon death a human drops it's items and becomes a corpse unit. You basically sit around at you computer with like 400 area vision of your corpse waiting for the alien to pass by and make you into a spawn. I forget exactly how it worked but it could be an idea to play with.)
 

Dr Super Good

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Time requirement would make special evolutions far easier than the spawn idea. Spawning can become difficult whereas waiting in a corner for the entire game is quite easy. I think spawning for upgrades was a simple and easy system that worked just fine.

The problem though is that if a team worked together, it became near impossible to spawn anyone.

If there are like 5 spawns + alien and only a human and an AI left, it is unfair dooming them when attacked by 3 times their number of powerful alien units.

Two methods could be used to counter this.
1. If the aliens gangup beyond their intended power ratio, weakon them so that they are still stronger than a single alien but not stupidly stronger.
2. Give the human side a stastical advantage (a buff) if ganged upon, thus making the double attack less effective.

Such buffs would be situational and coule be explained in reality by the human increased will to survive or that the aliens lack of cordination between members causes not all actions to add constructivly (aka alien 1 goes to attack but alien 2 deflects some of his attack with his own attack causing less damage to victim).

Additionally with large numbers of active spawns, additional area effect options could become available which only humans can use (experimental alien bio neutralizers or something) which deal high damage. Especially if it is 1 against everyone, such a powerful weapon could be his only chance at killing all the aliens but ofcourse the alien will likly kill him before reaching it.
 
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I believe that it is all good as it is now, because, as you said yourself, if a host goes against lots of humans working together, he won't stand a chance (unless he's really good and find a flaw in their strategy somehow.) Same goes for lots of aliens against some few humans. In my opinion, Cerebrate should as strong as the AI, or just a little bit weaker (in his 1st form.) After all, it's everyone against him in the beginning, he must be somewhat strong. And all the spawns should be as strong as normal humans, and the only thing that would stand between the death of one another would be their skill, and/or the aid of allies. You guys are forgetting that this is a "Who is" game. People won't trust each other that easily, people will make mistakes, people will often walk alone, or guard specific places. The alien shouldn't be penalized by having spawns, it is after all a "reward" for being a good alien. And as people die, there are less people to suspect, and even less if someone "saves" each other and all that. And the humans ALWAYS have something to use against the alien, no matter what. Of course, if they actually managed to get most of them infected then the lost the game pretty much. Again, why penalize such a good alien and buff the humans even further, since the beginning of the game is so hard for the alien already? And what the humans have exactly against the alien?

1st Form: AI or small groups of humans. (No one will know who he is)
2nd Form: AI with humans and bigger groups of humans. (They'll discover now, or at least have a small idea of who to hunt)
3rd Form: Instant Destruction techniques and destructive technology, as well as baiting. (Discovered, running away from it until finding something powerful enough to kill it back.)

Resuming: The spawning system, as it is right now, is perfect. Period.
 
Level 5
Joined
Apr 3, 2006
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112
Appreciate all the enthusiasm, I didnt have time to read through all the posts, but just letting you know that right now I am redoing all the triggers.

Some other changes I plan on making is removing reloading all-together, and the interact ability. Instead of using interact on terminals to operate them, you can just step on the circles that are placed in front of them. Armor suits will have 2 abilities instead of 1, the ward will only have one cryo chamber instead of 3, and the lone cryo chamber will be destructible. The iatric suit will have the ability to resurrect fallen humans in conjunction with an operational cryo chamber. I also plan on adding timers for using certain mechanics like the blood tester, or station self-destruction when they elapse. The jailing system might also go through some changes. Finally, some other changes include the removal of the grenade item, made medikits have 1 charge but fully restore life, some other small changes to items, a replacement for the demolition suit's link mine ability, a replacement for the warp suit, some nuke ability nerfs, higher life regeneration for humans, and as well as having fast mana regeneration.

Things I plan on adding is ofcoarse tier 3 evolutions for the parasite, the AI, more space interaction such as asteroids you can accidently bump into, abandoned space ships, and cosmic rifts that act as waygates, and random events like solar storms, black holes, and space pirate raids.

BTW, how's it going gray wolf and drsupergood? :D
 
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Level 5
Joined
Apr 3, 2006
Messages
112
I read your last post, and there's not much for me to say; you pretty much have it all down. The next version is going to have some major changes so I can't estimate the time of its completion as of right now.
 
Level 2
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Apr 19, 2011
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18
Going great, getting through life haha.

Curious about the Iatric suit resurrection ability, this is obviously for humans who have been killed by a non-alien unit but those occasions are rare except for TK situations. It's a cool addition in case a team killer goes on a rampage but if anything he'd just bomb the cryo chamber (unless it's invuln and only turns off with power / certain triggers?). Does this mean there will be several other ways for humans to die without being spawned? This is under the assumption that you'd need to be close to the corpse / get a sample for the cryo to bring a human back? Maybe you have it so just having the suit and going to cryo allows a human to revive from back-up DNA or something like a cloning device? Just curious about the specifics because I'm not sure how it'd be useful because most non-alien related deaths happen because of blown up station or space deaths which are terrains that can't be reached. Also what happens to the dead player? He can't possibly become an observer because then he'd just see everything.

Unless you're planning on using the idea I mentioned you were playing with in earlier betas with the dead corpse being a unit which is able to be infected by an alien or revived by a human which would mean an alien would have to manually infect instead of automatically spawning upon death. You sneaky bastard! Like the death in the "Aliens" game right? Interesting stuff.

Space Interaction sounds exciting, rifts and such would be fun! Very curious to see if there will be any extra items that allude to some sort of interesting story like the alien items in P1 or the biblical and ghostly extras in P2. Abandoned ships might allude to an origin of the host?! Man would that be nostalgic. Maybe we'd come across the remnants of the old space station? Haha making up a story in my head right now and it's getting me excited!

All in all it's great to see you up and around again and I can't wait for a release! Good times. Oh and just saw a new Berserk came out! Do you still follow up on it? Releases take forever but it's getting into an actiony part soon! I blame you for my love of it haha.
 
Level 2
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Apr 19, 2011
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18
Yeah I always love the little things Sho has added to the games just to allude to a story or make people wonder what the heck is going on. P1 had the infested alien planet and the alien items (Aharas Bemu Casa!) that always made me curious as to where these items came from and if the planet was the alien's home. P2 had the biblical items and the graveyard / rock of ages / odessa station that made added more mystique to the series. I love when the player receives small hints to a bigger story through hidden items or items that seem to mean nothing but have a great purpose once figured out.

Anyone a fan of Phase Killer in here? Kind of like going into the Phase World and finding the diary of the killer or just finding the diaries filled with people's frantic writings. I love those kind of things haha.

But yeah random events do make things fun most of the time!
 
Level 5
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Apr 3, 2006
Messages
112
@GrayWolf: I havent decided if the cryo chamber will be invulnerable or not yet, or how reviving humans will play out; alot of things are changing. Currently, if a human is killed under certain circumstances, it will drop a "corpse" unit that other players would have to carry to a cryo chamber. Humans would not however drop a corpse if they were killed by aliens, explosions, or if due to scenarios like the space station dying. However, what may happen is that the iatric suit will have an ability that immediately transports a fallen human to the cryo chamber if it isnt occupied, and if it is, it will remain in the ward, next to the cryo chamber awaiting its turn to be revived, but no longer under the threat of expiration.

I do have plans for "story items" or hidden items if you will that allude to some other hidden item or alien form through codes, riddles, and puzzles. These wont be impossible to figure out, and will most likely be more known about, just a pain to obtain. Also, each tier 2 alien form will have their own hidden form they can acquire by special means, but these are more or less an alternative to their standard tier 3 evolution.

@SasuhKun: I dont think I will have said things, but there will be several secrets to allude to mysteries.
 
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Level 2
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Apr 19, 2011
Messages
18
Yeah and I'm sure there will be many changes with it as it's developed but both ideas of carrying and warping the corpse unit sound good to me. Carrying it would cause humans to work together for body recovery and safe transport and warping would cause the need for humans to protect an important area. Both being devices that would drive cooperation and give players hope upon death. Can't wait to see the way it develops!

Great to see a higher customization aspect for aliens. Will be fun to play around with everything and explore different tiers.

The stone was used in earlier versions for some secrets I believe but I personally never used it. I was referring to it only because of the mystique that all the secrets had. The thoughts like "What the heck is that?" "Why is this here?" "What does this all mean?" "Can I do something with it?" that some items put in my head are the things that make me excited and the Rock of Ages definitely brought these ideas!

It might have something to do with my love of puzzles and solving secrets! Going to be fun to dissect all the new things coming soon!
 
Level 3
Joined
Jan 3, 2009
Messages
80
I'm never able to find a para 3 game D:
At what time do you usually play, DSG?

Man it's unplayable don't play this until it is beta...

Btw you should seriosly add a sound set and music and chat looks unreadable really... and also add like text on consoles so we know what is what atleast... idk man it's hard... and also stealth armour is cheat people can kill you withought being seen...
 
Level 5
Joined
Apr 3, 2006
Messages
112
The current version is quite buggy garfield, so I redid most of the triggers, and in the mean time revamped the gameplay a little by including new abilities and items, while removing old useless or rigged ones. Other changes include the addition of the A.I., and the removal of anti-tking which may be no longer neccessary due to some changes with the revival system.
 
Level 5
Joined
Apr 3, 2006
Messages
112
Sorry for the wait, been busy, but I finally updated the game, and here are the changes:

VERSION 0.7.1


- Revamped most human weapon, and armor suit abilities.
- Added mana regeneration for humans.
- Made significant changes to several items.
- Removed the grenade item.
- Removed the interaction ability.
- Removed the sprinting ability.
- Removed reloading.
- Changed the way you use terminals by making you automatically control them once you step on the circle placed in front of them.
- Revamped the reviving system.
- Made several changes to general stats for human hp, damage, and move speed.
- Made several changes to alien stats, and abilities.
- Removed the parasite interface unit, and changed it into an ability placed on the main unit.
- Re-implemented spawns.
- Re-implemented accessory carry limit.
- Redid triggers in areas that were most buggy.
- Removed anti-team killing system.
- Added the Slayer weapon.
- Added the Tech Armor suit.
- Added the Quantum Armor suit.
- Removed the Warp Armor suit.
 
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