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 Resident Evil RTS

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Akamadoushi
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PostSubject: Resident Evil RTS   Sun Jul 05, 2009 3:29 am

I'm not entirely sure why such inspiration hit, but while playing RE:5 I started thinking that a Resident Evil RTS would be pretty cool. There could be human, t-virus, and las plagas factions with different unit types (survivors and soldiers, zombies and BOWs, or various parasite creatures).

Obviously, the numbers would have to be tuned a bit differently for this to work (the handful of survivors vs the horde would make for a very one-sided RTS). Part of this idea involves randomly spawning neutral "survivors" who can be rescued by the human faction or infected with the t virus or parasite.

Does anyone else think it would be totally awesome to lead a swarm of hunters through the ruins of raccoon city, hacking up anything that reeks of life? Or to set up epic battles between the BSAA and majini? Maybe we could set up one of those irritating gamer petitions.
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PostSubject: Re: Resident Evil RTS   Sun Jul 05, 2009 5:02 am

To be honest, at first I was like hell no. After thinking about it for a second...it could work. It'd have to be done with extreme care though. It's one of those ideas that would either rock or just suck. Tone the idea some more and keep sharing.

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Akamadoushi
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PostSubject: Re: Resident Evil RTS   Sun Jul 05, 2009 6:41 am

I actually have jotted down a few notes for it, I will post those up after a bit of polishing.

Basically, human units spawn with a random weapon (melee, pistol, magnum, SMG, shotgun, assault rifle, machine gun, sniper rifle, rocket launcher) and different unit types have different possible weapons and probabilities (an investigator will never spawn with a sniper rifle, a soldier will never spawn with a pistol). Weapon upgrades apply to all weapons of that type, regardless of which unit is using it -- IE upgrading the pistol upgrades any unit carrying a pistol.

T Virus units generate and upgrade automatically -- any map with the t virus faction is infected with the t virus. When a human unit dies, a timer starts and when it finishes the dead human becomes a zombie. Zombies gradually become crimson heads, which gradually become lickers, etc. the presence of t virus on the map continuously grows within them. T Virus upgrades are all about increasing the capabilities of T creatures and reducing the time required for the next mutation. T Virus creatures can never use weapons, but if a T creature attacks a human unit, that human is infected with the t virus and will become a zombie immediately upon death.

Las Plagas trainable units are all parasites -- to get majini/ganados a living human unit has to be infected by the very fragile infection form. This would likely be the most difficult faction to play as -- the parasites have few capabilities that don't require a human host. This is simplified by the presence of survivors randomly spawning on a map, but survivors are always capable of self-defense in one form or another. Without a source of human hosts, the parasites are limited to a handful of weak attack forms (like bui kichwa). Once a human host is infected, they can build a few basic defensive structures and use melee weapons -- upgrades are required to use ranged weapons. By sacrificing more infection forms, the basic ganado/majini can be upgraded into stronger infected forms (cephalo, duvala, and at very steep cost ndesu). Infection forms spawn continuously from a hive, sort of like the zerglings from Starcraft, but the rate slows down with the number of infection forms that have been used or killed. The same hive can train basic attack forms if no human hosts are available. If enough resources are amassed, a queen can be created, the queen is mobile but slow moving and can become a new hive at any location (this is permanent, a hive cannot become a queen again).

Neutral survivors usually spawn with a random melee weapon, on a very rare occasion one may spawn with a pistol. They can also strip weapons off of dead human faction units; so a group of survivors who spawn on the battlefield after a big fight would be well equipped. Survivors spawn in random places on the map at random times in random numbers with random weapons (random, eh?) Human faction players may transport them to safety, where they switch allegiance to that player's team; any weapon upgrades that would apply take effect at this time (the human faction may also train survivors as the cheapest and fastest to train unit, useful in a power-in-numbers strategy despite low HP). For the T Virus and Las Plagas factions, survivors mostly serve as infection fodder. They can be butchered and left for the virus to take effect, or possessed by parasites, at which point they become a zombie or ganado and switch allegiance.

I don't think something like this would work out to be canonical, there would have to be a bit of a stretch to make it work, but I think it could be fun anyway. Like you say, it has the potential to either rock or suck depending on how it's handled.
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PostSubject: Re: Resident Evil RTS   Sun Jul 05, 2009 2:43 pm

I am a big fan of RTS games and it would be interesting to try an RE rts but I aint too sure it would work out great
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PostSubject: Re: Resident Evil RTS   Sun Jul 05, 2009 6:44 pm

Everything sounds good except for the people spawning with random weapons. That doesn't really make sense to me. There would also have to be a lot of work done to balance out strengths of factions etc. For example, the zombie faction could be like Mordor in BFME, completely free to get new Orcs so you can build them in mass armies, but they don't do much damage nor do they have much health. This would make sense seeing as in all the RE games, countless zombies, Ganados etc are neutralised by a single person.
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PostSubject: Re: Resident Evil RTS   Mon Jul 06, 2009 5:57 pm

That would be a real fun game.
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PostSubject: Re: Resident Evil RTS   Mon Jul 06, 2009 8:52 pm

lyfesArcanum wrote:
Everything sounds good except for the people spawning with random weapons. That doesn't really make sense to me.


Allow me to elaborate a bit. Neutral survivors are usually only armed with their bare hands, but occasionally will appear with glass bottles, folding knives, baseball bats, etc. one or two in large group might have a handgun (as the survivor concept is modeled after Outbreak, this emulates the varied assortment of melee weapons littered throughout every level and the rarity of ammunition).

Each weapon class has a series of weapon upgrades within it; IE the basic pistol-class weapon is the M92F, all human units equipped with pistols will have an M92F, but once the P8 is researched all units equipped with pistols will have a P8; existing units are upgraded and new units are created with the P8.

Machine Gunners, Snipers, Rocketeers, and Butchers are special units that only ever appear with a single weapon; machine gunners always carry a machine gun, snipers always carry a sniper rifle, rocketeers always carry a rocket launcher, and butchers always carry a melee weapon. Since the use of these weapons is very specific, these units have no variation and consistently appear with their signature weapons (though they are still upgradeable).

Other units have multiple weapon types that they may appear with to add a bit of variety to gameplay. Investigators, for example, appear with one of three weapon classes. Out of a group of 100, 88 will carry pistols while 6 have magnums and 6 have shotguns. The weapon they spawn with will always be the currently researched weapon of that class. This way, there's more than a single unit type using each weapon class without becoming repetitive.

lyfesArcanum wrote:
There would also have to be a lot of work done to balance out strengths of factions etc. For example, the zombie faction could be like Mordor in BFME, completely free to get new Orcs so you can build them in mass armies, but they don't do much damage nor do they have much health. This would make sense seeing as in all the RE games, countless zombies, Ganados etc are neutralised by a single person.


I had something like that in mind; the T Virus constantly infects corpses to create zombies (and every map would have some corpses scattered around to that effect) so Zombies are free units with moderate HP, no ranged attack, and very slow movement. As they rise up the T creature foodchain (which takes time), they gain greater speed and strength, but surviving long enough to become a hunter in a multiplayer game would be tricky.

Las Plagas infection forms spawn continuously at the hive, they have very low HP and pitiful attack power but move fast, one of them is required to weaken and infect a human to make a Ganado. The Ganados have the same HP and movement speed as the human host infected, but Las Plagas cannot build vehicles (meaning ganados can only use vehicles that are found or stolen) and cannot research new weapons. Ganados are restricted to melee weaponry, and they must loot weapons from dead bodies or infect an armed host (which is difficult with the low HP of the infection form). With a special research upgrade, ganados can use guns, but cannot spawn with them and must either find a gun on a corpse or an infection form must infect a gun-wielding host (which would be nearly impossible.) Ganados are at a disadvantage with their average movement speed and melee restriction (the human Butcher unit has a faster movement speed and specializes in melee combat from a motorcycle). Research upgrades allow more than one parasite to inhabit the same host, this is how monsters are made. Each research raises the limit a little, and each parasite increases HP slightly. The Ganado will upgrade into something better with enough parasites (5 will allow them to spawn a cephalo when killed, 15 will allow them to spawn a duvala when killed, 30 turns them into a chainsaw or chaingun ganado depending on if the non-upgraded ganado was equipped with a melee weapon or a gun, 100 or so turns them into a giant, etc.)

I've been typing up some info on the human faction in my spare time, when that's done I'll post it up to see what everyone thinks, then I'll start typing for the T Virus faction. Anyone else can contribute, too.
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PostSubject: Re: Resident Evil RTS   Tue Jul 07, 2009 11:53 pm

what about getting special characters eg leon, wesker, chris and so on each with their own unique abilities
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 1:36 am

The mastAH! wrote:
what about getting special characters eg leon, wesker, chris and so on each with their own unique abilities


I had an idea along those lines, but I thought of two different ways to do it and I'm not sure which would work best. Either with the hero units as a unique version of a specific unit type (Claire as a unique survivor, Leon as a unique investigator, Chris as a unique soldier, etc.) each with their own power, or with the major characters belonging to a special hero unit type with selectable weaponry and again each with their own power.
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 3:03 am

Akamadoushi wrote:
The mastAH! wrote:
what about getting special characters eg leon, wesker, chris and so on each with their own unique abilities


I had an idea along those lines, but I thought of two different ways to do it and I'm not sure which would work best. Either with the hero units as a unique version of a specific unit type (Claire as a unique survivor, Leon as a unique investigator, Chris as a unique soldier, etc.) each with their own power, or with the major characters belonging to a special hero unit type with selectable weaponry and again each with their own power.

There could always be different human factions e.g. the BSAA, the USMC (featured in Degeneration) etc. and each would have a different character or pair of characters as their leader(s).
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 6:09 am

lyfesArcanum wrote:

There could always be different human factions e.g. the BSAA, the USMC (featured in Degeneration) etc. and each would have a different character or pair of characters as their leader(s).


That's a good idea too. I had been playing with the idea of having a Government faction (RPD, STARS, BSAA, USMC) and an Umbrella faction (UBCS) but decided to make Umbrella part of the T Virus faction (T creatures can take over human buildings, if a Barracks is taken over UBCS Operatives can be trained and work like human units but are weaker). I just finished up into for the human faction, I didn't notice there was a new reply until a couple of minutes ago. The forum says this was too long to post all at once so I'll be posting in segments. Feel free to comment on any of it.

**********

Basics:
*Human, T Virus, and Las Plagas factions, each with different units, structures, and research.
*T Virus and Las Plagas units can take over certain human structures, but have different research and units available.
*Each faction has numerous heroes which are stronger than normal units and have special abilities. Each hero has one piece of special equipment and one special skill, neither of which are ever available to regular units. Players can only control 3 heroes at a time, and if a hero dies they can’t be revived or re-created.
*The resource system hasn’t been figured out just yet, so nothing in this document has been given a cost.
*The human faction can build vehicles. A vehicle cannot move or attack unless there is at least one unit inside. Empty vehicles are considered to be abandoned, UBCS of the T Virus faction or Ganados of the Las Plagas faction (in addition to any human faction unit) may enter an abandoned vehicle and claim it for their team.
*Human and Las Plagas units garrisoned inside buildings regenerate 1 HP per second. T Virus units (with the exception of UBCS) constantly recover 1 HP every 2 seconds. T Virus units, with the exception of UBCS, cannot garrison.

Units

Survivor (Neutral)
500 HP
Neutral survivors spawn randomly on the map. They will automatically follow human units (unless attacked) and will attack or flee from T Virus and Las Plagas units. If led back to a hotel, they will become a human controlled unit and gain any appropriate upgrades. When human units have died nearby, neutral survivors will loot the corpses and use any weapon left behind.
40% Spawn with nothing
20% Spawn with a glass bottle
20% Spawn with a folding knife
15% Spawn with a baseball bat
5% Spawn with an M92F

Survivor
500 HP
Extremely cheap and fast to train, but not very good in a fight. Gained for free when rescued by a human unit or trained at a hotel.
75% Spawn with a melee weapon
25% Spawn with a pistol

Investigator
500 HP, Light Armor
Basic human unit, cheap and fast to train.
88% Spawn with a pistol
6% Spawn with a shotgun
6% Spawn with a magnum

Specialist
1000 HP, Light Armor
More expensive and slower than investigators, but better fighters.
80% Spawn with an SMG
20% Spawn with a shotgun

Defender
1000 HP, Heavy Armor
Strong defensive unit, takes time to train.
80% Spawn with a shotgun
10% Spawn with an SMG
10% Spawn with a magnum

Slayer
1500 HP, Light Armor
Strong offensive unit, takes time to train.
70% Spawn with a magnum
15% Spawn with an SMG
10% Spawn with an assault rifle
5% Spawn with a sniper rifle

Sniper
500 HP, Medium Armor
Long range defensive unit, very expensive but key to a defensive strategy. Gains a bonus when attacking from inside a building.
100% Spawn with a sniper rifle

Rocketeer
500 HP, Medium Armor
Long range defensive unit, extremely expensive. Has an area of effect attack.
100% Spawn with a rocket launcher

Soldier
1500 HP, Heavy Armor
Offensive/Defensive unit, expensive and slow to train but very versatile. Soldiers gain a 1% bonus to damage for every other soldier nearby. Soldiers can throw grenades to damage large groups of enemies -- initially only a regular frag grenade is usable (800 damage), but other types of grenade are researchable.
60% Spawn with an assault rifle
25% Spawn with an SMG
10% Spawn with a shotgun
5% Spawn with a sniper rifle

Machine Gunner
2000 HP, Heavy Armor
Slow moving defensive unit carrying a machine gun. Gains a bonus when attacking from inside a building.
100% Spawn with a machine gun

Butcher
2000 HP, Heavy Armor
Fast moving offensive unit, uses melee weapons.
100% Spawn with a melee weapon

Human Heroes

Claire Redfield
Unique Survivor
1000 HP
Special Equipment: Browning Hi-Power
Pistol, 400 Damage
Special Skill: Green Herb
Completely heal all surrounding units, takes time to recharge.

Leon S. Kennedy
Unique Investigator
1500 HP
Special Equipment: Leon’s Jacket
Light Armor, reduces incoming damage by 12%
Special Skill: Shoot ‘em in the Head!
All nearby units deal double damage to T Virus creatures.

Jill Valentine
Unique Specialist
2000 HP
Special Equipment: Dual VZ61s
SMG, 200 Damage, able to target 2 enemies at once for 100 damage each.
Special Skill: Agility
For a limited time, move at double speed and gain the capability to dodge melee attacks, takes time to recharge.

Chris Redfield
Unique Soldier
2000 HP
Special Equipment: XM8
Assault Rifle, 420 Damage
Special Skill: Teamwork
When fighting with other units, all units in range gain a 1% bonus to damage. The bonus for soldiers is doubled to 2%.

Rececca Chambers
Unique Sniper
2000 HP
Special Equipment: PSG-1
Sniper Rifle, 450 Damage, 300 Range, Semi-Automatic
Special Skill: First-Aid Spray
Completely heal all surrounding units, recharges quickly.

Ada Wong
Unique Rocketeer
1500 HP
Special Equipment: RPG-7S
Rocket Launcher, 1500 Damage, double damage to Las Plagas creatures.
Special Skill: Rappel
Exit a building twice as fast as usual.

Billy Coen
Unique Machine Gunner
2000 HP
Special Equipment: XM312
Machine Gun, 500 Damage
Special Skill: Expert Training
All of Billy’s attacks are 100% accurate.

Sheva Alomar
Unique Defender
2000 HP
Special Equipment: Jackhammer
Shotgun, 650 Damage, Fully-Automatic
Special Skill: Supplies
The special abilities of all nearby units recharge 50% faster.

Barry Burton
Unique Slayer
2500 HP
Special Equipment: Anaconda
Magnum, 700 Damage
Special Skill: Recoil Control
Barry’s magnum attacks are 30% faster than other units.

David King
Unique Butcher
3000 HP
Special Equipment: Spear
Melee Weapon, 620 Damage, 2 Range
Special Skill: Throw Wrench
Attack for 400 damage at a range of 6, recharges quickly.

Vehicles

Motorcycle
1250 HP
Very fast moving and cheap vehicle. The driver may attack while riding if equipped with a pistol, magnum, or a melee weapon. The other passenger may attack with any weapon while riding.
Spawns with 1 butcher, can hold 2 units.

Police Car
2000 HP
Fast moving and cheap vehicle, ranged units can attack from inside.
Spawns with 1 investigator inside, can hold 4 units.

Bus
4000 HP
Moderate movement speed, ranged units can attack from inside. Cannot be built, but can be found randomly on most maps.
Can hold 10 units.

HMMV
6000 HP
Fast moving vehicle equipped with a machine gun. Ranged units can attack from inside, attacks automatically with machine gun.
Spawns with 1 soldier inside, can hold 4 units.

Battlefield Ambulance
6000 HP
Fast moving vehicle loaded with medical equipment. Ranged units can attack from inside. Units riding inside a battlefield ambulance recover HP as if garrisoned inside a building.
Spawns with 1 soldier inside, can hold 4 units.

APC
10000 HP
Fast moving vehicle equipped with a machine gun. Attacks automatically with machine gun.
Spawns with 4 soldiers inside, can hold 12 units.

Helicopter
15000 HP
Fast moving air vehicle equipped with machine gun and rocket launcher. Attacks automatically with machine gun and rocket launcher.
Spawns with 1 soldier inside, can hold 6 units.

Tank
20000 HP
Slow moving vehicle equipped with a cannon (3500 damage), HEAT, HESH, and Fin Stabilization upgrades apply to the cannon. Attacks automatically with cannon.
Spawns with 1 soldier inside, can hold 6 units.
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 6:11 am

Buildings

Hotel
50000 HP
Neutral survivors led here change allegiance, this building can also train survivors. Up to 30 units can garrison inside, and garrisoned units gain a 10% damage bonus.

Police Station
30000 HP
Trains Investigators and Specialists, provides Pistol and Shotgun upgrades. Builds Police cars. Up to 10 units can garrison inside. Can store 2 vehicles.

Mercenary Guild
30000 HP
Trains Defenders and Slayers, provides SMG and Magnum upgrades. Upgrades light armor. Up to 10 units can garrison inside.

Barracks
50000 HP
Trains Soldiers, Rocketeers, Machine Gunners, and Snipers. Provides Assault Rifle, Machine Gun, Rocket Launcher, Sniper Rifle, medium armor, and heavy armor upgrades. Up to 20 units can garrison inside, and garrisoned units gain a 10% damage bonus.

Shop
20000 HP
Trains Butchers, provides melee weapon upgrades, and builds motorcycles. Up to 5 units can garrison inside. Can store 4 vehicles, stored vehicles recover HP twice as fast.

Factory
50000 HP
Builds HMMVs, Battlefield Ambulances, APCs, Helicopters, and Tanks. Provides vehicle upgrades. Up to 20 units can garrison inside. Can store 10 vehicles, stored vehicles recover HP twice as fast.

Tower
10000 HP
Up to 5 units can garrison inside, and garrisoned units gain a 10% damage bonus.

Bunker
30000 HP
Up to 10 units can garrison inside, and garrisoned units gain a 15% damage bonus.

Hospital
50000 HP
Provides miscellaneous upgrades. Up to 30 units can garrison inside, and garrisoned units recover HP 4x as fast.

Upgrades

Melee Weapons
Range: 1

Fists
30 Damage
Only used by neutral survivors.

Glass Bottle
100 Damage
Only used by neutral survivors.

Folding Knife
150 Damage
Default Weapon

Knife
200 Damage

Baseball Bat
250 Damage
Only used by neutral survivors.

Combat Knife
300 Damage

Axe
350 Damage

Sword
400 Damage

Katana
550 Damage

Pistol
Range: 5

M92F
150 Damage
Default Weapon

P8
170 Damage

Glock 17
200 Damage

P226
240 Damage

M1911
280 Damage

TT-33
330 Damage

Mauser C96
380 Damage

SMG
Range: 10

VZ61
100 Damage
Default Weapon

MP5
120 Damage

P90
180 Damage

M3A1
220 Damage

M1928
280 Damage

M1A1
320 Damage

Shotgun
Range: 6

Ithaca 37
450 Damage
Default Weapon

Striker
490 Damage

R870
530 Damage

R1100
580 Damage, semi-automatic

M3 Super 90
620 Damage, semi-automatic

SPAS
680 Damage, semi-automatic

Assault Rifle
Range: 50

G3A3
200 Damage
Default Weapon

M4
220 Damage

M16
260 Damage

FAMAS
300 Damage

AK-47
340 Damage

AUG
370 Damage

AK-101
400 Damage

Sniper Rifle
Range: 100

M24
350 Damage

Timberwolf C14
380 Damage

WA 2000
420 Damage, Semi-Automatic

SVD
450 Damage, Semi-Automatic

XM500
550 Damage, Semi-Automatic

Machine Guns
Range: 40

BAR
220 Damage

M249 SAW
250 Damage

Minimi
300 Damage

PKM
400 Damage

M2HB-QCB
450 Damage

M134
550 Damage
Vehicles Only

Rocket Launcher
Range: 100

RPG-7
800 Damage
Default Weapon

M72 LAW
1200 Damage

Armburst
1500 Damage

AT4
1800 Damage

MATADOR
2200 Damage

FIM-92B Stinger
2600 Damage, double damage to flying targets, guided projectiles

Magnum
Range: 6

Blackhawk
250 Damage
Default Weapon

Deagle
300 Damage

M29
380 Damage

King Cobra
460 Damage

Raging Bull
540 Damage

M629
600 Damage

Armor

Denim Jacket
Light Armor
Decreases incoming damage by 2%
Default Equipment

Leather Jacket
Light Armor
Decreases incoming damage by 4%

Bomber Jacket
Light Armor
Decreases incoming damage by 6%

Trench Coat
Light Armor
Decreases incoming damage by 8%

Chain Coat
Light Armor
Decreases incoming damage by 10%

Leather Vest
Medium Armor
Decreases incoming damage by 5%
Default Equipment

BP Vest
Medium Armor
Decreases incoming damage by 10%

Kevlar Vest
Medium Armor
Decreases incoming damage by 15%

Stab Vest
Medium Armor
Decreases incoming damage by 20%

Breastplate
Medium Armor
Decreases incoming damage by 25%

Riot Armor
Heavy Armor
Decreases incoming damage by 10%
Default Equipment

BP Armor
Heavy Armor
Decreases incoming damage by 20%

Kevlar Armor
Heavy Armor
Decreases incoming damage by 30%

PASGT Armor
Heavy Armor
Decreases incoming damage by 40%

Spectra Armor
Heavy Armor
Decreases incoming damage by 50%

Misc.

Survival Tactics
Allied survivors take 10% less damage from attacks. Researched at a hotel.

Barricade
Doubles the time required for hostile units to enter a building if allied units are already inside. Researched at a hotel.

Laser Sight
Increases the accuracy of units armed with pistols, magnums, SMGs, shotguns, and assault rifles. Researched at a police station.

Hollowpoint Ammunition
Pistols, magnums, and SMGs deal 20% more damage. Researched at a police station.

00 Buckshot
Shotguns deal 20% more damage. Researched at a police station.

Riot Shields
Units armed with a melee weapon, pistol, or magnum take 15% less damage.

NBC Gear
Dead medium and heavy armor units take twice as long to succumb to the T Virus. Researched at a barracks.

Flash Grenades
Instantly kills exposed parasites and momentarily stuns human or plaga-infected enemies. Has no effect on T Virus creatures. Researched at a barracks.

Incendiary Grenade
Deals 50 damage per second and burns for 30 seconds before the flames go out. Researched at a barracks.

Liquid Nitrogen Grenade
Freezes enemies for 30 seconds. Frozen enemies cannot move or attack, and take double damage from all attacks. Researched at a barracks.

AP Ammunition
Assault Rifle, Machine Gun, and Sniper Rifle attacks ignore enemy damage reduction. If an enemy without damage reduction is hit, the projectile passes through to hit enemies behind them. Researched at a barracks.

Frangible Jacket Ammunition
Assault Rifles, Machine Guns, and Sniper Rifles deal 20% more damage. Researched at a barracks.

Tracer Ammunition
Assault Rifles, Machine Guns, and Sniper Rifles are more accurate. Researched at a barracks.

Precision Scope
Boosts range of Sniper Rifles and Rocket Launchers by 20%. Researched at a barracks.

IR Scope
Sniper Rifles deal double damage to parasite-infected creatures. Researched at a barracks.

HEAT Warhead
Rocket Launchers deal 20% more damage to vehicles. Researched at a barracks.

HESH Warhead
Rocker Launchers deal 20% more damage to buildings. Researched at a barracks.

Fin Stabilization
Increases accuracy for Rocket Launchers. Researched at a barracks.

Target Acquisition Computer
FIM-92B Stinger projectiles are not affected by countermeasures. Researched at a barracks.

Night Vision Goggles
Soldiers, Snipers, Rocketeers, and Machine Gunners suffer no accuracy penalty at night. Researched at a barracks.

Kill Driver
Snipers gain a special ability to target the driver of a vehicle without damaging the vehicle, forcing any other units out and leaving it available to claim. Researched at a barracks.

Vertical Foregrip
Increases accuracy for SMGs, Assault Rifles, and Machine Guns. Researched at a mercenary guild.

Suppressor
Pistols and SMGs make less noise and draw less enemy attention. Researched at a mercenary guild.

Tactical Boots
Units move 10% faster. Researched at a mercenary guild.

Grenade Belt
Defenders, Slayers, and Machine Gunners may use frag grenades. Researched at a mercenary guild.

Headshot Training
Investigators, Slayers and Defenders deal double damage to T Virus infected creatures. Researched at a mercenary guild.

Whetstone
Melee weapons deal 20% more damage. Researched at a shop.

Antigen Coating
Melee weapons deal double damage to T Virus creatures. Researched at a shop.

Mounted Combat Training
Melee damage is increased by 50% while on a motorcycle. Researched at a shop.

Shurikens
Butchers may throw a small bladed weapon for 150 damage with a range of 6, no recharge time. Whetstone and Antigen Coating upgrades apply to shurikens. Researched at a shop.

Countermeasures
APCs, Helicopters, and Tanks can deploy a flare to confuse FIM-92B Stinger missiles. Researched at a factory.

Hardened Vehicle Armor
All vehicles gain 10% damage resistance. Researched at a factory.

Advanced Vehicle Armor
Vehicle damage resistance is boosted to 25%, requires Hardened Vehicle Armor. Researched at a factory.

Up-Armoring
Soldiers and Machine Gunners can repair vehicles in the field. Researched at a factory.

Nitrous Oxide
Vehicles move 20% faster. Researched at a factory.

Reinforced Tires
Police Cars, HMMVs, Battlefield Ambulances, and APCs move at normal speed over harsh terrain. Researched at a factory.

Car Bomb
If a vehicle is left abandoned, it will explode when an enemy attempts to claim it (damage equal to half of the vehicle’s max HP). Researched at a factory.

First Aid Kits
Units inside a vehicle constantly regenerate HP as if garrisoned inside a building. The healing rate for the Battlefield Ambulance is doubled. Researched at a hospital.

Adrenaline Boosters
All human units gain the Adrenaline Booster power, which can revive a recently killed unit with 1 HP. Takes a long time to recharge, researched at a hospital.

Vitamins
All human units gain a 50 point bonus to max HP. Researched at a hospital.

Antibodies
Parasite infection takes twice as long. Researched at a hospital.

**********

That's all I've got for now.
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AlbertWesker
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 9:39 am

That took long to read XD affraid Why give Leon S. Kennedy only 1.5k HP not 2k like almost all the others.
That would be a sweet game.
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NiteKrawler
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 12:26 pm

AlbertWesker wrote:
That took long to read XD affraid Why give Leon S. Kennedy only 1.5k HP not 2k like almost all the others.
That would be a sweet game.


Because in this game we are going to call him Leon Kennedy like normal people. The reason he has .5k lower life is because the "S" in his name holds that life. So if he loses the "S", he loses .5k of life. DEATH TO THE S!!!!! Evil or Very Mad

P.S. @Akam: ...Holy shit. Time to make Capcom a proposal I'd say! Smile

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Wesker is officially dead: http://ps3.ign.com/articles/100/1006931p1.html

NiteKrawler wrote:
Jamesy wrote:
Fine you win NightCrawler


YYYYYEEEEEESSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!! WOOOOOHOOOO!!!!!! Who's up for round 2!?!?!?!?!?!?

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lyfesArcanum
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 12:47 pm

NiteKrawler wrote:
P.S. @Akam: ...Holy shit. Time to make Capcom a proposal I'd say! Smile

Yeah, normally I hate RTS games, but I'd definitely get this one. Smile
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