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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
Joined
Apr 3, 2006
Messages
112
The vote idea sounds good. With that there will be a 30-45 second delay before the parasite is selected amongst those who voted yes. Of coarse, its done in secret, so no one but you knows if you selected yes, or no.

So, DSG. Updates incoming?

I took a vacation, but I am back at it. I wont know when the next version will be finished though. I am working on adding more stuff, changing unit stats up abit, and then I am going to try to implement space, and ship piloting before next release.
 
Level 3
Joined
Jan 3, 2009
Messages
80
Btw could there be 2 parasitic life forms like in Metastasis DarkShogun ?
It was great in Metastasis but map was made for extreme TKing that's why it doesn't belong there. Do you think a mutant like organism could fit this map ?
 
Level 12
Joined
Jul 30, 2009
Messages
1,156
The parasite already modifies the DNA's host, so he's pretty much a mutant.

Besides, if you want two opposite organisms to combat, go play Metastasis yourself, and be pro enough to not die for TKs. (Which really only comes with practice.)

HOWEVER, another NEUTRAL organism sure could be nice. How was its name back then on Parasite 2? Omega? Perhaps they could even play a bigger role in Parasite 3.
 
Level 1
Joined
Jan 21, 2011
Messages
5
The parasite already modifies the DNA's host, so he's pretty much a mutant.

Besides, if you want two opposite organisms to combat, go play Metastasis yourself, and be pro enough to not die for TKs. (Which really only comes with practice.)

HOWEVER, another NEUTRAL organism sure could be nice. How was its name back then on Parasite 2? Omega? Perhaps they could even play a bigger role in Parasite 3.

How about you get infected with the Omega just like a normal parasite, and your blood test then reads omega blah blah blah. BUTTTTTT theres a timer of how long you can stay in Omega form for so much time or then alien can instantly spawn you. Maybe like 2 out of 5 minutes. -Braces for the explosion of comments on how stupid he is-.
 
Level 5
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112
Well I am making changes to the AI that might fit the roll of a third party. Instead of being an ally to humans, it can deliberately terminate them without punishment, making it a potential threat. Its goal however remains the same (destroy the parasite), but that might change though. The AI could also have no goals, and just cause destruction or whatever as it sees fit, making it a total wildcard; I haven't decided what I am going to do yet.
 
Level 3
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Jan 3, 2009
Messages
80
Well I am making changes to the AI that might fit the roll of a third party. Instead of being an ally to humans, it can deliberately terminate them without punishment, making it a potential threat. Its goal however remains the same (destroy the parasite), but that might change though. The AI could also have no goals, and just cause destruction or whatever as it sees fit, making it a total wildcard; I haven't decided what I am going to do yet.

That's kinda weird... i like the feature of AI being hidden as a human like in Metastasis. But he should have more than Meta shit features.

Btw to the other guy sure Parasite = Mutant but we could have like Alien one also... In Metastasis the fun of the game was that humans didn't only watch for 1 threat but 2 and that made the map fun. Well anyways invent somenthing new and not update somenthing old like AI.
 
Level 12
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Jul 30, 2009
Messages
1,156
If you want to add everything about Metastasis on this map, wouldn't it better to just play Metastasis? You're always comparing Metastasis to this map...

They're two different maps, with their unique features. If you prefer Metastasis, then play it.

Anyway...

Although a rather "free" AI certainly sounds fun, the AI must have some kind of objective. Even if is something liberal...

Though I can't think on a "liberal" objective for the AI, besides executing threats, meaning his mission would be to take down Parasite and TKers. The only way that it would really be effective would be to change the victory conditions, and that anyone that actually KILLS someone (killing the wounded corpse) would "turn" evil and completely on its own. His objective turns instead to kill everything on that station, as well as the humans and the AI must kill him besides the Parasite. Meaning the game could continue after the Parasite is killed.

Could be a really interesting kind of gameplay. Although it would be REALLY chaotic if a bunch of TKers (or in roleplaying terms, psycopaths) enter a Parasite 3 room (are sent together to a lone station.)

So chaotic that it turns out funny. Hehe.
 
Level 3
Joined
Jan 3, 2009
Messages
80
If you want to add everything about Metastasis on this map, wouldn't it better to just play Metastasis? You're always comparing Metastasis to this map...

They're two different maps, with their unique features. If you prefer Metastasis, then play it.

Anyway...

Although a rather "free" AI certainly sounds fun, the AI must have some kind of objective. Even if is something liberal...

Though I can't think on a "liberal" objective for the AI, besides executing threats, meaning his mission would be to take down Parasite and TKers. The only way that it would really be effective would be to change the victory conditions, and that anyone that actually KILLS someone (killing the wounded corpse) would "turn" evil and completely on its own. His objective turns instead to kill everything on that station, as well as the humans and the AI must kill him besides the Parasite. Meaning the game could continue after the Parasite is killed.

Could be a really interesting kind of gameplay. Although it would be REALLY chaotic if a bunch of TKers (or in roleplaying terms, psycopaths) enter a Parasite 3 room (are sent together to a lone station.)

So chaotic that it turns out funny. Hehe.

I hate a lot in Metastasis so shut it. The great pro of it is 2 killer organisms and much better space and that's it. Well anyways if DarkShoGun wont do it ill do it my way :D.

And your suggestion abount killer AI is just TKing... but if AI does get a bit of Parasite similar evolutions then it could be fun. Like robo parasites but working ones not like in para 2 ones that never happend and also if we want killer AI he should be in human form so he does sneak kill and not "OH MY FUCKING GOD IT'S AI !!!! aaaaa we dead !!!".
 
Level 3
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Jan 3, 2009
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There can be a vote for AI at start too. People can maybe vote wheter AI will help humans or it will have it's own objective.

Hmm... that could work but it would be better as hidden guy... and it would be great if he would get evolution points for eating bodies for example. But not be able to infect since hes partly mechanical. So hes kinda like in Metastasis as a perfection mutant.
 
Level 5
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Apr 3, 2006
Messages
112
This isnt metastasis, so no.

An AI doesnt need direct objectives to be fun, the point of a wildcard is it has the freedom to influence the game however it wishes. The original story revolving around the AI in parasite 3 was that it was built by an ancient race that was wiped out by the parasites in order to destroy any parasite threat in the future, if ever it was awakened. So its goal of destroying the para might remain, but I am liking the idea of a total wildcard AI, I think it would make the map more interesting.
 
Level 3
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Jan 3, 2009
Messages
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This isnt metastasis, so no.

An AI doesnt need direct objectives to be fun, the point of a wildcard is it has the freedom to influence the game however it wishes. The original story revolving around the AI in parasite 3 was that it was built by an ancient race that was wiped out by the parasites in order to destroy any parasite threat in the future, if ever it was awakened. So its goal of destroying the para might remain, but I am liking the idea of a total wildcard AI, I think it would make the map more interesting.

This sounds like Aliens vs Predator
Predator - AI , Aliens - Parasite , Humans - humans.
xD.
 
Level 3
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Jan 3, 2009
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Btw DarkShoGun AI being metalic killer was also in old metastasis versions... so are you copying xD. I play Metastasis each weekend from 22.30 gmt +1 to 5.00 or more :O thx USA clan xD ( an info for anyone wanting to play ill give you admin name whih hosts if you ask me)
 
Level 1
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Jan 21, 2011
Messages
5
OOOOH TELL ME! I love meta but I am currently split between which I like more: Meta or Parasite. I definitely prefer meta to para 2, but WIN ME BACK DSG!!!

Edit: Talked with DSG in game a few days ago... he said patch would be out soon...........WHERE IS THE PATCH!? :ogre_rage:
 
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Level 3
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If you ask me playing meta 15 min is like playing para 2 1 hour so meta > para.
I get friends to host but they starting not to anymore :(. Well ill play monster master RPG then :O.
 
Level 5
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I would have to disagree kiloneie, and I can tell you that this AI is hardly like the android in metastasis. If anything, they copied from me lol. As for the progress, I am working on getting it to beta status.
 
Level 3
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Jan 3, 2009
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I would have to disagree kiloneie, and I can tell you that this AI is hardly like the android in metastasis. If anything, they copied from me lol. As for the progress, I am working on getting it to beta status.

Ok but when you get map into like 4 evos or more and bug clean and prety well made advertise everywhere so people will play it and get a bot hosting para 3 from some clan or somenthing idk...
 
Level 3
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Jan 3, 2009
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80
No updates yet well you have to wait for good play... but don't abandon it later or make stuff like in parasite 2 coming soon... after 3 years still ... coming soon... when i die still coming soon... xD.
 
Level 3
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Jan 3, 2009
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Y well if it's really good one it pays off else better do small ones...
Btw im curious what made you go on bad voice DarkShoGun ? Because i did hear some map copying stuff... even if you did you made part 2 and 3 by your own... Idk i just wana know.
 
Level 27
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Jul 6, 2008
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11,326
Well actualy Cronos has proven he actually is DSG, if you want you can check on infestationforums, the old forums of the Parasite project...
Of course I'm still a bit suspicious about cronos, but hey, he got a proof, and moderators like ap0calypse believe him too, so you shouldn't really worry kiloneie.
 
Level 5
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Apr 3, 2006
Messages
112
I didnt do any map copying kilonie, all 3 parasite maps were made by me, with paras 2 and 3 given a little assistance. You might be referring to a Final Fantasy IV map that I posted way back in the day that was made by bestial. I posted it to show proof that the maker of Final Fantasy Forever edited over that map without giving credit, but the moderator that rejected it assumed i was taking the credit for it.
 
Last edited:
Level 5
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Apr 3, 2006
Messages
112
Sorry for the wait, but I finally updated the map, and made some pretty significant changes. I also updated my map description to include credits for models/textures/etc used here on hive. Ill make a better description of the map, and include screen shots, and the works later.

Anyway, here is the change log for this update:

V 0.6.1

- Fixed a horde of bugs (its been so long i have forgotten what was specifically fixed).
- Increased the mana cost for Link Mines from 30 to 45.
- Modified Plasmid Shield so that it no longer drains energy but has a duration timer instead.
- Included the Charger item in weapon vendors.
- Increased based move speed for humans from 270 to 300.
- Decreased move speed for the parasite from 320 to 280.
- Decreased the HP for the parasite from 600 to 500.
- Decreased base damage for the parasite to 20 damage/second.
- Made several small changes to weapon, and armor suit stats.
- Made grenades, microfusion bombs, and other explosive weapons permanently kill humans, and disguised cerebrasites.
- Removed ammunition, now all weapons still require reloading but everyone has infinite ammo.
- Removed the Flare item.
- Removed the manual fire requirement for some weapons.
- DeGen Flasks will now also prevent parasites from using their regenerate ability.
- Regenerate will only restore 250 life rather than fully restoring life.
- Can now carry more than one accessory item.
- Added the Optictact Helmet item.
- Added the Dragon Weapon.
- Added the Hazmat Rifle Weapon.
- Added the Tesla Armor.
- Added the Warp Armor.
- Altered the environmental setting from a barren planet to a space station.
- Implemented Space, and Space Ships.
- Implemented Parasite Evolution.
- Added the Scarab Evolution.
- Added the Symbiote Evolution.
- Added the Grotesque Evolution.
- Removed Spawns.
- Changed "Spawning" so that whenever a human is assimilated it becomes another "Cerebrasite" that can evolve indepedently from the original.


I wouldn't say our mods would be that incompetent...
I wouldn't think so either, and I thought the map was removed for other reasons, but that is what was said. Anyways, it doesn't matter, that final fantasy map isnt even played anymore.
 
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Level 9
Joined
May 14, 2008
Messages
576
o_0 so important changes (lol i didn't play wc 3 for 4 months or more)
no more spawns, many evolutions=and u removed ammos !! why did you make those changes ? i'm curious why you did that but i'm not telling you "ah it sux now" !! but it looks like more parasite 2 than before
 
Level 5
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Apr 3, 2006
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The spawns werent exactly removed, just now instead of becoming a spawn they become a new "Cerebrasite" just like the original that assimilated them. I wanted to see how it plays out, I thought it would be kind of cool to be able to evolve on your own as a spawn. There were other reasons for it too, but its hard to explain. If there's any problems with it I can always bring it back to how it originally was, or just further weaken the cerebrasites.

I removed ammo because it was very inconvenient for humans to have to carry it around. It sort of weakened strategic variety because it took up an inventory space that could be used for something else. Guns still require reloading when they are dry, just no longer require an ammo item to do so.

Anyways, I encountered some bugs and balance issues while playing the game, so ill be updating it again soon.
 
Level 12
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Wow... I really liked those changes. I look forward to play this once more. You still host your own games, right? I do have, however, some few questions about Cerebrasite. First, does the amount of the Cerebrasites alter something within the Cerebrate? (Like, as always, having more spawns/Cerebrasites allows for more evolution points and so it goes.) Second, does having more Cerebrasites alter the ammount of evolution points the spawn gets for himself? Third, what exactly happens when a human is assimilated? Does it transforms into a weaker version of the Cerebrate with 0 evolution points, becomes the current (but weaker still) version of the Cerebrate with 0 evolution points, becomes the current (weaker) version with the Cerebrate as much as points as him have, or even start as default Cerebrasite but with all the points Cerebrate ever had? (Even if he used them to evolve.) Again, I liked this idea very much. It is innovative and even realistic! (Natural selection, anyone? Just the MAIN [propably the only] reason that anything evolves. Although compared to normal evolution, parasites, aliens, mutants and the like evolve at a astound rate... But that's the whole thing about it, is it not? XD)
 
Level 5
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Messages
112
Cerebrasite is the same as cerebrate, I changed the name by combining cerebrate with parasite.

"First, does the amount of the Cerebrasites alter something within the Cerebrate? (Like, as always, having more spawns/Cerebrasites allows for more evolution points and so it goes.)"

The amount of evolution points gained periodically stays constant for all cerebrasites, including the original, and there are no other special bonuses other than an additional helper. This might change later though. I was thinking of making the spore mass give all cerebrasites twice as much evo point gain when it is active. Also, I might add a parasite population cap increase for every new cerebrasite spawned (and this applies to all cerebrasites since they all use a shared population cap for spawning parasites).

"Second, does having more Cerebrasites alter the ammount of evolution points the spawn gets for himself?"

No, the amount of evolution points gained by all cerebrasites is always the same, for now.

"Third, what exactly happens when a human is assimilated? Does it transforms into a weaker version of the Cerebrate with 0 evolution points, becomes the current (but weaker still) version of the Cerebrate with 0 evolution points, becomes the current (weaker) version with the Cerebrate as much as points as him have, or even start as default Cerebrasite but with all the points Cerebrate ever had? (Even if he used them to evolve.)"

The human becomes an exact copy of the original cerebrasite at tier 1 (even if the cerebrasite that spawned it is at a higher tier) with 0 evolution points. It has the same stats, and abilities like the tier 1 cerebrasite, and can even evolve. In other words all cerebrasites are the same. Only one cerebrasite will be able to access tier 3 (once its been implemented), and even if it dies, no other cerebrasite will be able to access the final forms again.

Just keep in mind that nothing is set in stone, anything is subject to change. If it doesnt work out I can just return spawned cerebrasites into weaker versions of the original one.
 
Level 20
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1,885
I kinda disagree with the idea that spawns are, in start, same as cerebrate and can evolve etc.
I mean, cerebrate is the main alien and spawns should be "slaves". If spawns become same as cerebrate...then it's not unique being a cerebrate anymore, kinda ruins it.
Also this might increase the number of self infectors.
 
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