AvP War: Predator, Part 3

by DÆMOS
    |     AvP RTS
 
An indepth article about possible Predator units and structures in a possible AvP RTS. [AvP War: General] [AvP War: USCM] [AvP War: Aliens] [Discuss in Forums]

------------------------------- PREDATOR : Part 3 Overview:- The Predator Species must rely on stealth and aggressive tactics to maintain strength in a game. The Preds are the most mobile race of all. All their structures have the ability to lift off and compact themselves into giant ships. Preds also have the most direct way of gaining credits which are used to construct structures and train Pred infantry; Pred must kill and get the trophy of their victim to get more honor points which are converted into credits by the Clan Hall. The Predator army is mostly made up of highly technological yet barbaric Pred hunters and warriors, which are physically stronger than most of what the other 2 species can offer. The issue with Predators is that their units and structures are to a degree more expensive than the other 2 species but this issue can be dealt with easily with a strong well-established Hunting Party right outside a human city. Predator units are able to heal by researching "Medicomp" at the Predtech Outpost. All Predator units have at least 2 weapons and an energy gauge made up of 100 energy points, which can and will be depleted if a Predator relies heavily on a energy based weapon, their energy source will be depleted but will recharge *slowly*. All Predators have the innate ability to cloak which *slowly* depletes energy, this is an important ability. To win, a Predator must rely on a few select units that are used to their full potential; kill as much as you can! ------------------------------- Perspective:- Like the Marines, Predators view the map normally except that they have awesome technology that enhances their vision greatly. The Predator Mothership allows a Pred player to switch between 3 varied vision modes like the Pred mask that alter the coloration of the screen and make tracking certain species easier. This does come at a price though it can only be used for a max of 20secs at a time since this technology requires lots of energy which *slowly* recharges overtime. This Vision system allows Pred Players to view the map in way that makes a certain species light up and appear very visible; well enough to be tracked and hunted down. ------------------------------- Resource Management:- Predators have a unique way of obtaining credits; They do so by gaining honor points. Honor points are gained when a Pred kills a target, the target's size, type, and strength determines how much honor points are obtained. Every time a Predator kills a target, the HPs obtained are immediately added to the overall honor points, which are displayed in the upper right corner. Whenever the Predator needs cash, they can convert the honor points to credits by selecting the Clan Hall and using its "Convert" feature which gives the Pred player 100 credits for every 100 Honor points; If a Pred player does not have a Clan Hall then conversion of Honor Points is not possible. Cities have a lot of targets that are perfect for a quick buck, but are not as efficient as attacking enemy species and eradicating all its units for an enormous cash raise. Below is a listing of the honor points given to the corresponding units. Calypsonian Civilian: 50 HP per civilian, so killing 10 will result in 500 credits. Marines: 100 HP (Engineer, Synth Engineer, Corporal, Smartgunner, and Flamethrower) Minigunner: 120 HP Combat Synthetic: 150 HP ABE: 250 HP USCM APCs: 200 HP Facehuggers/Chestbursters: 50 HP Adult Aliens: 150 HP (Alien, Runner, Predalien) Praetorian: 250 HP Queen Alien: 500 HP Notice: The killing of other Predators is not considered honorable; but if its an enemy Pred Faction; You will receive 175 HPs for all Predator kills; this does not include Probes. Notice: The destruction of structures does not reward Preds with any HP. Trophies play an important role in Predator gameplay too; since corpses lie dead for a short period of time. Collecting trophies will increase the amount of HP, each trophy collected from any potential unit will reward 50 HP bonus, but certain weapons such as the charged shoulder cannon shot will completely destroy a target's body, leaving no chance of obtaining the trophy; so its best to attack with average weapons to greatly increase the chances of collecting a trophy from a target. Incase you didn't know only one trophy can be collected from a "potential" target. (A tank is not a potential target) ------------------------------- Instigation:- The Predator Species start the game with a Mothership, 3 probes-technicians, 4 Blooded Hunters, and 1500 credits. ------------------------------- Units:- Name: Probe-Technician Purpose: Constructing/repairing Predatory structures. Cost: 50 credits Prerequisite(s): Mothership Armor: Light Speed: Fast Weapon(s): N/A Description: The Probe-Technician is a small cheap robotic drone deployed by the Mothership to maintain the Predator encampment. PTs construct and repair all Predatory structures even attachments. PTs move at high speeds by hovering over the landscape, although they do lack any kind of weaponry and their armor is very light. PTs are stored in the Mothership and are deployed when commanded to; each Mothership has the capacity to store 8 Probe-Technicians, after the limit, PTs cannot be built until they drop from the max limit or a new Mothership is constructed. If the Mothership is destroyed all PTs under its control go off-line and turn gray. Name: Probe-Attacker Purpose: Constructing/repairing Predatory structures. Cost: 100 credits Prerequisite(s): Mothership Armor: Light Speed: V.Fast Weapon(s): Force Net, Pincer Blade Description: Probe-Attackers is the second class of Predatory probes. They are a quick and cheap base defensive unit. Probe Attackers are much faster than Probe Technicians, but still suffer from light armor. PAs have a selection of 2 weapons; force net which pins down a single target down while the Pincer Blades can be used to cause medium damage at close range. Unlike PTs, PAs are independent from the Mothership even though they are built from that same structure. Name: Stalker Purpose: Long-Range Assault Cost: 150 credits Prerequisite(s): Hunters Guild Armor: Light Speed: Fast Weapon(s): WristBlades, Long-Range Harpoon Gun, Neuro-Toxin Dart Gun Description: The Stalker is stealthy Predator that relies heavily on speed. Stalkers must use their long-range harpoon guns to kill off targets from far ranges before they move in to claim their trophy. Like all Predators, Stalkers possess the cloak field that slowly eats away from the Preds energy supply. Stalkers become very vulnerable to attack when at close range, so they must switch to their WristBlades which may help against humans at close range but fail against the awesome strength of the Alien; so its best to group the Stalker with various other Predators. The Harpoon Gun fires strong spears at a range of 10 tiles, the spears are strong but have a slow reload rate; It takes a minimum of 2 spears to kill an average human while 2 to kill an average Alien. (That is if you manage to hit them, since they're so damn fast). Stalkers also carry a Neuro Toxin Dart Gun, which fires (You guessed it) Neuro toxin darts that slow down targets immensely, both in terms of speed and Rate-of-Fire. Name: Blooded Hunter Purpose: Basic Predator Unit Cost: 175 credits Prerequisite(s): Hunters Guild Armor: Medium Speed: Medium Weapon(s): Wristblades, Shoulder Cannon (Normal and Charged blasts) Description: The Blooded Hunter is the basic Predator unit, it is a combination of speed, stealth and brute force. Hunters pack a powerful set of Wrist Blades, which can slice humans and aliens to pieces. The wrist blades are best used with the cloak field, which slowly eats away, the Hunters energy supply. The Hunter really shines when using its ferocious Shoulder Canon which fires strong bolts of plasma at a target. Before firing, a visible red laser beam will track a selected target, this will indicate the target and the plasma bolts firing path, the weapon is best used in close-medium ranges; each blast takes away 15 energy points. The Shoulder canon can also fire a charged shot which is more fatal and causes much more splash damage, it is also considerably faster and takes up 30 energy points. The Hunter's main drawback is that it can easily be overwhelmed when facing multiple enemies, so like said before it is best to keep it supported. Notice: Shoulder Canon blasts cause less damage the farther the target is. Shoulder Canons can also fire upon air units but usually inaccurately. Name: Predator Destroyer Purpose: Demolitions Cost: 250 credits Prerequisite(s): Hunters Guild Armor: Heavy Speed: Slow Weapon(s): Hand Blade, Energy Grenades, Snare Trap Description: The Destroyer Pred class is most unique of all Pred classes. Destroyers carry a unique set of weapons, such as the hand blade, which unlike the wrist blades are held by the Predator, they cause more damage than wrist blades but have a slower RoF. Another exclusive weapon is the Energy Grenades, which can be thrown on enemies from medium/long distances. The Energy Grenades will explode on contact with an enemy but will take more time if they miss the target, once they explode, a powerful energy burst erupts from impact point causing a hefty amount of damage, this weapon is excellent against groups of enemy units but has a slow RoF. The Energy grenades can be attached to structures and set to explode seconds later, very effective. The 3rd and final weapon of the Destroyer is the Snare Trap, the snare trap is a special bladed trap that can be set up in the environment; only 3 at a time can be used. The Snare Trap will snap shut on any infantry unit that is misfortunate enough to step on it. The snare trap will remain hidden until set off, it will cause medium damage but will inhibit its victims in the area for a short period of time. The Destroyer Pred like all Preds works best alone, he has good armor but his speed places limits on him. Always remain hidden. Name: Assault Predator Purpose: Heavy Weapons Assault Cost: 250 credits Prerequisite(s): Hunters Guild, Predtech Outpost Armor: V.Heavy Speed: Slow Weapon(s): Combistick, Smart-Disc, Energy Burner Description: The powerhouse of the Predator species is their Assault class, These Predators carry massive armor and leveling weapons of power. Assault Predators use their combistick at close range to swipe opponents of their feet and into an early death; this weapon is particularly good against Aliens since it keeps acid bursts at a minimum. The Smart-Disc is the Assault Predators answer to other species heavy units, the smart disc will at first track targets using a visible red laser then it will be thrown by the Assault Predator and will almost certainly kill the target with one hit; although the smart-disc will not kill Praetorians and Queens with one hit, it will certainly cause immense damage, the disc will then automatically return. The primary drawback of the disc is that it is ineffective against moving targets, especially fast ones, it is also obsolete against vehicles, once the disc is lost, it is LOST and can never be replaced. Assault Preds also carry an Energy Burner, a sort of advanced shotgun which fires energy bolts. The Energy Burner is effective only at medium range, since close will most likely damage the Assault Pred himself and long is just too slow. The Energy Burner has the most splash damage by a projectile in the game second to the Sadar of coarse, its best used against structures and groups of tightly packed units, each energy bolt uses 10 energy points. The Assault Pred CAN cloak and has the Self Destruct ability that is described in the Pred technologies section below. Name: Predator Elder Purpose: Clan Leader Cost: 300 credits Prerequisite(s): Hunters Guild, Predtech Outpost (or 15 trophies) Armor: Heavy Speed: Medium Weapon(s): Elder Sword, Shoulder Canon Description: The Elder is the epitome of the Predator world, The Elder class is the highest achievement a male Predator can reach, due to the centuries of experience and adroit skills required. There are 2 ways to gain an Elder, either by training one which costs a hefty amount of honor points OR by allowing any of the 4 Predator classes mentioned above to collect at least 15 trophies before promoting themselves to Elder Rank at will. The Predator Elder is a strong elder with a unique sword that can slice and dice targets to death with only one or two slashes. The Elder Sword is amazingly fatal, and with the combination of the cloak ability; the Predator Elder alone can take out an entire squad of marines with a well-planned sneak attack. The Elder also has a Shoulder canon similar to the Hunter Predator, which fires strong bolts of plasma at a target. Before firing, a visible red laser beam will track a selected target, this will indicate the target and the plasma bolts firing path, the weapon is best used in close-medium ranges; each blast takes away 15 energy points. The Shoulder canon can also fire a charged shot, which is more fatal and causes much more splash damage, it is also considerably faster and takes up 30 energy points. All in all, the Elder is a worthy investment that is greatly needed in later in the game when all species have reached the climax of their technology. Elders have the Self Destruct feature, which is described in the Pred Technologies section below. Notice: Shoulder Canon blasts cause less damage the farther the target is. Shoulder Canons can also fire upon air units but usually inaccurately. Name: Emissary Purpose: Espionage Cost: 200 credits Prerequisite(s): Hunters Guild, Predtech Outpost Armor: Light Speed: V.Fast Weapon(s): Wrist-Dagger, Venom Module, Tracking Device. Description: The Emissary is a special Predator unit, its human equivalent would probably be a spy. The Emissary purpose is to track down enemy units and kill them if possible. The Emissary primary weapon is the Wrist-Dagger, a unique one bladed dagger attached to the wrist; it causes a lot of damage and has excellent RoF - best used against lone units, but what if the Emissary is encountered with multiple units? That's where the Venom Module comes in, a special module attached to the wrist gauntlet, it fires a quick burst of venom clouds that engulf a large area - affect multiple units at the same time, giving the Emissary enough time to run for cover or quickly dispose of them in the confusion. The Emissary also has a very special weapon, the tracking device, it basically is a tiny spiked sphere that is fired from the Emissary's shoulder, it goes great distances and once it attaches itself to a victim (can be infantry, vehicle, or structure). That unit/structure will reveal the Fog around them always, they will appear as a blinking dot on the radar screen. Up to 3 Tracking Devices can be used at a time, there is no way to remove the Tracking Device from units (unless the unit is destroyed) but from structures, the enemy can use his basic unit (Probes, Engineer etc.) to remove tracking devices. The Emissary is extremely fast but very lightly armored; with the combination of cloaking device, speed and hi-tech weaponry - The Emissary lives up to its name as a special agent. Name: Scout Ship Purpose: Aerial Transport Cost: 250 credits Prerequisite(s): Predtech Outpost Armor: Heavy Speed: Fast Weapon(s): N/A Description: The Scout Ship is the only Predatory vehicle, it enables up to 8 Predators to travel across the map at high speeds. The Scout ship is built at the Predtech Outpost, it has no weapon of any kind, so make sure you keep an eye on it, because if it crashes all its passengers will die too. ------------------------------- Structures:- Predator Base - The Predator base is very different and unique from the other 2 species. First off all structures except the Energy Sift are mobile, by that I mean that they can lift off and travel via air. Secondly all Pred structures have a single attachment plug-in which allows them to attach one of 3 attachments described below. Pred Structures are constructed by Probe Technicians from the Mothership; the Mothership is the center of the Pred base and is the only structure that allows two attachments at any given time. All Pred structures rely on power to operate, which is produced in Energy Sifts, extra energy can be produced by the Sift Upgrade, which supplies the structure with power, making it independent from larger Energy Sifts. Without power Predator Structures will construct much slower but can still lift off using emergency power. A Predator base is compact and very efficient, it is also quite strong and able to leave an area quick enough to avoid ground attacks. Structures that are floating in air, are very susceptible to AA fire since they move slow and have no way to defend themselves. The Predator Structures are as follows. Name: MotherShip Purpose: Base Foundation Cost: 750 credits Strength: Heavy Description: The Mothership is a massive dome-like structure. It produces probes; mechanical drones that maintain the Predator base. Motherships are the only Predatory structures that don't rely power from the Energy Sift and the only structure that has 2 attachment plug-ins. The Mothership can like all Predator structures lift off and travel via air, avoiding ground attacks. The Mothership like some other Predatory structures has a set of technologies that can be researched to enhance gameplay. Macro-Vision Modes: Costs 250 credits; Once researched, this will enable the Predator player to switch between 3 different visions that will change the color of the screen and highlight a certain species corresponding to the selected vision. The Vision are as follows: Thermal: Blue screen, highlights all heat-based organisms which include all humans, predators, and dogs. Other organisms do not appear at all. Electro-Magnetic: Red screen, highlights all Aliens, Alien structures, USCM structures and Synthetics. Other organisms don't appear at all. Predtech: Green screen, highlights all Predators, Predator structures, probes and fallen predator weapons (disc). Other organisms don't appear at all. Macro-Vision needs to charge for approx. 3mins before it can be used again; it will stay functional for approx 1min until it switches off and starts to recharge. If the Mothership is destroyed, the Macro-Vision tech is lost. Increase Probe Limit: Costs 150 credits; This will increase the Motherships max Probe-Technician load from 12 to 15. Name: Energy Sift Purpose: Power Supply Cost: 150 credits Strength: Light Description: The Energy Sift is special structure that is essential to a Predator base; it supplies power to all structures within a 15 tile radius. At most, only two energy sifts are required to power a medium sized Predator Base. Energy Sifts are flat structures with 4 towers emanating power surges across each other, it has one attachment plug-in in its base; This attachment is best used as an energy upgrade; which increases its 15 tile radius to a 20 tile radius. The Energy Sift will cause a massive explosion if destroyed that will cause critical if not terminal damage to surrounding structures; guard it well. The Energy Sift is also the only Predator structure that is unable to lift off and become mobile. Name: Clan Hall Purpose: Credit Conversion Cost: 300 credits Strength: Medium Description: The Clan Hall is a unique Predator structure, it where honor points that are accumulated in battle are converted into credits. Without this structure, the obtaining of credits is impossible. The HPs gained in battle are stored, whenever a Predator obtains 500 HPs - They are automatically converted by the Clan Hall into 500 credits that can be used to train and construct predatory units and structures. If the Clan Hall has not been constructed that HPs will still be stored until a Clan Hall is constructed which will immediately cause the stored HPs to change into credits. Guard this structure well, if it is destroyed or infested, 50% of all your credits will be lost. Like all Predator structures, Clan Hall has a single attachment plug-in. Name: Hunter's Guild Purpose: Predator Training Facility Cost: 250 credits Strength: Heavy Description: The Hunter's Guild is a special structure that almost all Predatory units are trained at. The Guild allows the training of all Predator ranks for a sum of your credits. Name: PredTech Outpost Purpose: Technological Research Facility Cost: 250 credits Strength: Medium Description: The PredTech Outpost is definitely the most important structure later in a game. It allows Pred Players access to all forms of Predator technology that with out a doubt will change the tide of battle. The sole purpose of this structure is to give Pred players a chance to enhance their existing weapons with state of the art technology. PredTech Outpost also allows the construction of the only Predator vehicle. Now for those predtechs... Faster Energy Charge: Costs 150 credits; This allows the energy units for each Predator unit to recharge twice as fast (4 energy units per second) Medicomp: Costs 200 credits; This allows Predator units to recharge their health completely and remove any poisonous effects for the cost of 60 energy units. Charged Plasma Shot: Costs 150 credits; This allows shoulder canon wielding Preds, to fire a stronger plasma shot that takes up 30 energy units. Self Destruct: Costs 350 credits; This allows Predator units to self destruct when their health reaches below 40%, this will cause an explosion equal to a 8 tile radius. Increase Caster Range: Costs 200 credits; This will increase the range of the Heavy Plasma Caster attachment. Stronger Predator Armor: Costs 200 credits; This will increase the resistance of all Predator armor from damage and acid effects. Increase Structure Mobility: Costs 200 credits; This will increase the speed (twice normal speed) of structures when they are in mobile mode. Name: Heavy Plasma Caster Purpose: Defensive Attachment Cost: 200 credits Strength: Heavy Description: The Heavy Plasma Caster is a defensive gun that can be attachment to any available predator structure, it is considered to be the best for of automatic defense in the Predator arsenal. The HPC will fire massive bolts of plasma over long ranges at both ground and air units. Its drawback is that it has a slow rate of fire and requires an extra second to obtain a lock-on over a target. The HPC can only fire upon air units when the structure it is attached to goes mobile; it has reduced strength and accuracy against air units. The Structure is excellent against heavy units but is weak against overwhelming numbers of enemy units. Name: Light Sphere Purpose: Stealth Attachment Cost: 250 credits Strength: Medium Description: The Light Sphere is a special attachment that allows the host structure to become cloaked, by bending light around the structure. The Light Sphere is excellent for those structures that no one should know about. The Light sphere is only active if the host structure is no constructing anything, it will uncloak if this is the case and immediately uncloak when the structure is done. Name: Energy Upgrade Purpose: Production Bonus Attachment Cost: 200 credits Strength: Medium Description: The Energy Upgrade gives its host structure a boost in production, allowing the structure to produce units and research technology faster; it also makes the structure independent from Energy Sifts. - - - - - - [AvP War: General] [AvP War: USCM] [AvP War: Aliens] [Discuss in Forums]

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