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Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

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Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

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