There are four "sets" of missions in the multiplayer world. The first set of missions is initially available to all players. Players must complete a subset of missions available to them at a certain minimum difficulty level in order to unlock the next "set" of missions. For example, they must complete missions 1-4 at the default difficulty level to unlock missions 9-12. A character who hasn't unlocked a mission cannot initiate that mission. However, because we want players to be able to play with their friends with no limitations, they may still join that mission if it is initiated by another player who has unlocked it.
First Mission Set: (unlocked by default)
Mission 1: 1 player, Crew Quarters
Mission 2: 1 player, Hydroponics
Mission 3: 1 player, Life Support
Mission 4: 1 player, Transport Center
Mission 5: 1 player, Colonist Quarters
Mission 6: 2 player, Colonist Quarters / Medical Center
Mission 7: 2 player, Hydroponics
Mission 8: 4 player, Crew Quarters with Bridge
Second Mission Set: (unlocked after completing missions 1-4)
Mission 9: 1 player, Cold Sleep
Mission 10: 1 player, Hold
Mission 11: 1 player, Maintenance
Mission 12: 2 player, Cold Sleep
Mission 13: 2 player, Hold
Mission 14: 2 player, Shuttle Bay
Mission 15: 4 player, Engine Control
Third Mission Set: (unlocked after completing missions 9-14)
Mission 16: 2 player, Shuttle Docking Gantry
Mission 17: 2 player, Hydroponics
Mission 18: 2 player, Engine Control
Mission 19: 4 player, Maintenance / Alien Pod (alien boss fight)
Final Mission: (unlocked after completing missions 1-19)
Mission 20: 4 player, Computing (computer boss fight)
mp_01_sweepandclear
This is the first mission players will see available in multiplayer, so it is short and sweet. The area immediately surrounding Crew Quarters is completely saturated with cyborgs, making it nearly impossible for the humans to breathe, let alone establish supply lines or take the fight to the aliens. During the mission, players must also raid several weapons caches to resupply the Barracks armory.
Minimum Number of Characters: 1
Mission Set: First Mission Set
Zone Style: Crew Quarters
Estimated Duration: 20 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics cannot be used main path in this region.
Special Encounters:
None. Encounters in this region are with groups of traditional enemies and minibosses.
Civilian_Cyborg_Melee_01
Civilian_Cyborg_Ranged_01
Military_Cyborg_Melee_01
Military_Cyborg_Ranged_01
Military_Cyborg_Ranged_02
mp_02_foodandgas
Hydroponics is the primary source of food and water on the ship, and the Family is not far gone enough to forget this. They have sent cyborgs and robots to gather all of the remaining consumable food from the Hydroponics Vegetable Farm. To ensure the long-term survival of the Barracks, the players must retrieve at least ten vegetable ration packets from the Family's forces.
During the mission, players will discover an additional obstacle – the Hunters have released a toxic gas that quickly spreads through the Vegetable Farm, infecting the Tachibana's crops. The gas is poisonous to humans, so players must direct their robot companions from a safe location to destroy the poison sources.
Minimum Number of Characters: 1
Mission Set: First Mission Set
Zone Style: Hydroponics
Estimated Duration: 30 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics cannot be used main path in this region.
Special Dynamics and Encounters:
Poison Gas Generators
These are scattered throughout the level. 4 of them are easy to destroy with the robot - it’s a simple matter of directing him into a poisonous region to destroy them.
Robot command sequence:
Players must guide their robot through an obstacle course where the last 2 poison generators are located. The hero stands in a safe location from which he can look down on a hazardous, gas filled region. He gives his robot commands to maneuver him through some environmental hazards and simple fights in the hazardous region.
Trivial_Service_Robot_01
Turret_01
Builder_Robot_01
Builder_Robot_Drones_01
Civilian_Cyborg_Melee_01
Civilian_Cyborg_Ranged_01
Military_Cyborg_Melee_01
Military_Cyborg_Ranged_01
mp_03_rescue
The Hunters have disabled the Life Support (Atmosphere) network. In a very short time, the entire ship will be out of oxygen. The Barracks has already dispatched a strike team to Life Support, but after an alien ambush, only the team's technicians remain. They have barricaded themselves in a remote section of Life Support.
The goal of this mission is to rescue the team's technicians and escort them to the LS(Atmo) controls before the time limit is up. From there, the technicians will reboot the system.
Minimum Number of Characters: 1
Mission Set: First Mission Set
Zone Style: Life Support
Estimated Duration: 30 mins (10 minutes to reach the technicians, 20 to escort them)
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics cannot be used main path in this region.
Special Dynamics and Encounters:
Escort the technicians:
Players must guide a group of technicians through a hostile environment. The technicians are fragile people who don’t fight and tend to stay behind the hero, but there are several encounters where groups of aliens close in on the hero shortly after he and the technicians move through a door, so there isn’t much room to run. The hero must kill the melee aliens and exploding swarmers before they kill the technicians, which is where much of the challenge of the mission comes from. If all the technicians die, the heroes fail the mission.
Alien_Swarmer_01
Alien_Explodoing_Swarmer_01
Alien_Melee_01
Alien_Ranged_01
Eviscerator_01
mp_04_mechanic
The Family has rotated the access codes again, preventing the humans from using the transport system. In order to re-enable the network, players must escort a mechanic through the Transport Center. When the reach the control center, the mechanic will force his way into the system and re-enable human control of it, but only if players defend him from waves of cyborgs and robots that come off of trains.
Minimum Number of Characters: 1
Mission Set: First Mission Set
Zone Style: Transport Center
Estimated Duration: 30 mins (20 minutes escorting, 10 minutes protecting)
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Escort the mechanic
The mechanic is armed with a rifle and is a hardy combatant. He is not very effective offensively, but he can take a hit, so the heroes don’t need to worry about him much while traveling.
Defend the mechanic at the control station:
The control center is between several sets of train tracks. As the mechanic moves about the room working, waves of enemies arrive off of trains that pull into the station. There are four waves of increasing difficulty. This sequence is similar to the “Defend the train” sequence at the end of the single-player prologue. If the mechanic dies, the mission is a failure.
Trivial_Service_Robot_02
Combat_Robot_Melee_01
Combat_Robot_Ranged_01
Turret_02
Tank_Robot_01
Builder_Robot_02
Builder_Robot_Drones_02
mp_05_plantbombs
The Hunters have overrun Colonist Quarters. The eight floors of apartments need to be completely cleared out. On each floor, players must eliminate all the Hunters, and then set up a nerve gas bomb for delayed detonation. Occasionally, the bomb will be rendered inoperative by a leftover device that's jamming local electronics. Players will have to find this device and destroy it so that the bomb will detonate.
(Repeat a few times)
Minimum Number of Characters: 1
Mission Set: First Mission Set
Zone Style: Colonist Quarters
Estimated Duration: 30 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
In this region there are several hazards that can be more easily navigated with cybernetics. These hazards must be navigated to gain access to the jamming devices that are part of the mission objective.
Special Dynamics and Encounters:
Finding the jamming devices
The jamming devices are not hidden, invisible, behind secret doors, or otherwise hard to find. However, they are hard to get to because they are located behind dangerous environmental hazards like mine fields and poison gas. These hazards can be navigated without cybernetics, but they are less dangerous to heroes with cybernetics.
Alien_Swarmer_01
Alien_Melee_01
Alien_Melee_02
Alien_Ranged_01
Alien_Rhino_01
mp_06_powersupply
With all the humans carrying out strike missions aboard the Tachibana, there are plenty of injuries. As a result, the main power supply of the autodoc in MedCenter Theta is nearly drained. There is a fresh one in MedCenter Gamma, but it is inherently unstable, and is not designed to be moved or exposed. It is surrounded by out-of-control defense turrets and hostile aliens.
At all times, one player must carry the power supply on the journey from MCG back to MCT. This player is unable to attack, but regains energy. Simultaneously, the power supply drains energy from the other players. The heroes must move quickly and trade the battery frequently to avoid becoming completely drained by the battery.
Minimum Number of Characters: 2
Mission Set: First Mission Set
Zone Style: Colonist Quarters with Medical Center
Estimated Duration: 20 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics cannot be used main path in this region.
Special Dynamics and Encounters:
Transporting the battery
When the heroes reach the battery, they learn that aliens have cut off their original route, and they must transport the battery to a train car by a different route. Thus, they will not be retracing the path they followed to the battery.
Using the battery makes the battery disappear and gives an aura buff to the player that uses it that increases his energy recovery but reduces energy recovery of other players around him and prevents him from attacking. He can cancel the buff to drop the battery, which will appear on the ground at his feet so another hero can take it.
The challenge of the mission comes from protecting the battery carrier, then switching battery carriers so the former carrier can take a turn fighting. The monsters and scenarios are similar to other regions.
Alien_Swarmer_01
Alien_Explodoing_Swarmer_01
Alien_Melee_01
Alien_Melee_02
Alien_Ranged_01
Alien_Rhino_01
mp_07_oxygen
Oxygen Supplementation is completely on the fritz. Throughout the zone, players will encounter two room types:
The first has a dangerously high level of oxygen. In these rooms, there are a disproportionately high number of enemies, but players will have a constant attack buff to compensate.
The second type of room has a drastically reduced oxygen flow. All players have a significant debuff that slows movement speed and lessens damage. The amount of enemies in this type of room will be appropriately lower.
Eventually, players will encounter situations where they must adjust the oxygen levels in rooms in order to make it through. One player must operate the controls that toggle the oxygen levels while the other players fight, allowing for some fun "oops, I didn't MEAN to let you guys get killed... heh heh" scenarios.
In order to normalize the oxygen levels, the heroes need to reach the central Oxygen Supplementation control room and activate two separate oxygen control stations within a few seconds of each other. Getting there through rooms with varying oxygen levels is the fun part.
Minimum Number of Characters: 2
Mission Set: First Mission Set
Zone Style: Hydroponics
Estimated Duration: 40 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Low / high oxygen mechanic
Rooms with low oxygen give heroes a debuff as long as they’re in them which reduces their movement speed and combat damage. High oxygen rooms give players a buff, such as increased attack damage and reduced energy costs.
Part I: Teach the low / high oxygen mechanic
The heroes reach a low oxygen room that weakens them, but there are only a few enemies to fight. Then they reach a room that is full of enemies, but has high oxygen that boosts the heroes and makes the enemies easier to kill. These rooms cannot be modified, and serve to introduce how high and low oxygen rooms work.
Part II: Give players control of the mechanic
The heroes then reach a low oxygen room that is full of deadly monsters. However, by taking a side path, the can reach a control room with a console that lets them flood the room with oxygen, turning it into a high oxygen room.
Part III: Split the players and give them control over their allies’ fate
In the next sequence, the heroes must split into two groups. Group A is blocked by a low oxygen room with many monsters. Group B must fight their way to a control station overlooking that room and turn up the oxygen so Group A can defeat the monsters. Then, Group B’s path is blocked by a high monster / low oxygen room, and Group A must turn up the oxygen for them.
Optional: Break glass to spread oxygen
It’s also possible to have two rooms with different oxygen levels next to each other, and let players break glass between them to normalize the levels and get some advantage.
Alien_Swarmer_01
Alien_Melee_02
Alien_Ranged_02
Eviscerator_01
Turret_01
mp_08_countdown
The Family has had it with the Hunters, with the humans, and with existence itself. The network of AI's has decided to blow up the Tachibana, and take out the Hunter ship at the same time. The process will take 30 minutes to complete – just enough time for four crew members to get to the Bridge and override the four AI's responsible.
The theme for this mission is "the Family is starting to get even crazier". Accordingly, the zone will be flooded with cyborgs that continually set off security alarms. Players must split up into at least two groups to reach the security stations, which must be pressed near-simultaneously – so the Family doesn't get wise to what's happening and establish failsafes.
Minimum Number of Characters: 4
Mission Set: First Mission Set
Zone Style: Crew Quarters with Bridge
Estimated Duration: 30 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics cannot be used main path in this region.
Special Dynamics and Encounters:
Disabling security alarms
In order to get through security doors and stop enemies from spawning, the heroes must activate security stations in multiple locations simultaneously. This is as simple as using two consoles at the same time, which forces heroes to split up and hold down their locations while waiting for their allies to get into place.
When one hero uses a station, it starts a global countdown for the other players, letting them know when to use their console. If they don’t use all consoles before the countdown expires, they must try again.
Combat_Robot_Melee_02
Combat_Robot_Ranged_02
Tank_Robot_01
Civilian_Cyborg_Melee_01
Civilian_Cyborg_Ranged_01
Military_Cyborg_Melee_02
Military_Cyborg_Ranged_01
Military_Cyborg_Ranged_02
mp_09_freezing
Every one of the Coldsleep pods in Colonist Coldsleep is malfunctioning, so the entire zone is almost completely frozen. The longer players stay in a room, the slower they will move, until they are almost completely immobilized.
Minimum Number of Characters: 1
Mission Set: Second Mission Set (unlocked after completing missions 1-4)
Zone Style: Cold Sleep
Estimated Duration: 20 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Freezing Rooms
Throughout this mission are several “Freezing Rooms”. For every few seconds a hero is in a freezing room, a debuff stacks on him that reduces his movement rate. He also steadily takes damage while in the room. It is simple to run through the first few freezing rooms, but in later rooms, they will be populated by enemies that try to snare or stun the hero, slowing him down and trapping him in the room until he freezes to death. Heroes must save energy so they can quickly blitz through their foes and reach the exits.
Exiting a freezing room will cause the debuffs to expire, returning the hero’s status to normal.
Alien_Melee_02
Alien_Ranged_02
Alien_Rhino_01
Trivial_Service_Robot_01
Turret_02
Military_Cyborg_Melee_02
Military_Cyborg_Ranged_01
Military_Cyborg_Ranged_02
mp_10_rockpaperscissors
The goal of this mission is to start striking back at the aliens and the Family. In order to do that, the Humans have to raid the Hold to get some large-scale explosives. While the original purpose of these explosives was to create habitable terrain on a colonized world, they'll suffice for sending a message to the Humans' enemies.
However, it won't be easy – both the aliens and the Family have located the same cache of explosives, and the result is a free-for-all in the vast expanse of the Hold. Players will fight both the aliens and the Family's forces, and will see them fighting each other as well.
For the most part, this mission will be standard "fight your way to the end" stuff. However, there are a few places where the heroes can actively instigate fights between aliens and the Family’s forces. This is most commonly done by breaking down a barrier between their forces, either by opening doors or destroying obstacles. Clever players can instigate fights then get out of the way and mop up the leftovers. Ultimately, the hero will have to destroy 2 alien minibosses and 2 robot / cyborg minibosses, then reach the explosives.
Minimum Number of Characters: 1
Mission Set: Second Mission Set (unlocked after completing missions 1-4)
Zone Style: Hold
Estimated Duration: 30 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Enemies that fight each other
Alien and Family forces are all hostile to the hero, but they are hostile to each other as well and can damage each other. If an enemy angers another enemy, they will actively target each other. Heroes can instigate fights by moving to put enemies in each others lines of fire, causing them to forget about him and attack each other.
Instigating fights
Heroes can instigate fights by bringing enemies of different factions together. This can be done by operating control consoles to open doors between factions (ideally from a safe location!), by blowing down walls, or by kiting groups of enemies into other rooms.
Weakening minibosses
Each of the minibosses is placed with several allies, making them hard encounters. However, all of the minibosses can be softened up by instigating a fight between them and another group of enemies. However, two minibosses should never be able to fight each other.
Alien_Melee_03
Alien_Ranged_03
Combat_Robot_Melee_01
Combat_Robot_Ranged_01
Turret_02
Turret_03
Tank_Robot_01
Military_Cyborg_Melee_02
Military_Cyborg_Ranged_02
Experimental_Cyborg_Melee_01
Experimental_Cyborg_Ranged_01
mp_11_microbots
The Family has configured several Maintenance manufactories to endlessly create Builder Robots, which themselves can create robot drones. If they’re not stopped, the bots will eventually take over the ship and kill everything on it.
When the mission starts, the zone is flooded with robots and drones. The heroes must make it to three different manufactories throughout the zone and destroy them. Each manufactory is surrounded by a crush of Builder Robots and drones, and constantly produces more, so those rooms are a frantic race to destroy the manufactory.
Minimum Number of Characters: 1
Mission Set: Second Mission Set (unlocked after completing missions 1-4)
Zone Style: Maintenance
Estimated Duration: 30 mins (5 minutes for first manufactory, 10 for second, 15 for third)
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Manufactory Rooms
When the hero initially opens a door to a room with a manufactory in it, it activates manufactory, which starts steadily creating a variety of Builder Robots that create a variety of drones. The rooms initially have a large number of Builders and drones in them as well, to suggest that the manufactory had been going the entire time. Since each builder and drone has a tiny light to indicate its function, these rooms should be an imposing sea of lights.
The combat dynamic is that the hero might fight his way through the Builders and drones in the room faster than the manufactory in the back can create more, then destroy the manufactory itself. Each of the three manufactory rooms is progressively more difficult than the last.
Trivial_Service_Robot_03
Combat_Robot_Melee_01
Combat_Robot_Ranged_01
Tank_Robot_01
Builder_Robot_02
Builder_Robot_Drones_02
Welder_Robot_01
mp_12_colonists
Similar to Mission #9 above, this zone is completely frozen. However, this time the freezing effects happen a lot faster. The only way for players to safely make it through the area is by staying very close to each other, so the proximity can keep everyone's body heat up.
The goal of this mission is to save as many people as possible from the Coldsleep zone. Dozens of colonists retreated to Coldsleep when the Hunters arrived. When the system overloaded, it rendered them both completely helpless and mostly safe from attackers. But if they don't get out soon, they're going to succumb to irreversible cold damage.
Minimum Number of Characters: 2
Mission Set: Second Mission Set (unlocked after completing missions 1-4)
Zone Style: Cold Sleep
Estimated Duration: X mins
Layout Style:
This region is laid out with a central hub containing a transport center train. The heroes start there (like they just stepped off the train) and must return colonists to the hub to rescue them.
There are four “wings” off the central hub, each containing 2 colonists. 3 of them are initially accessible, and the fourth (which contains more difficult challenges) opens after the first 6 colonists are rescued.
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
The Freezing Cold
This entire level is freezing cold. If a hero is not close to another ally, a debuff stacks on him every 5 seconds which slows his movement rate and deals increasing damage. It quickly stacks high enough to freeze the hero in place and kill him.
However, if the hero is within 8 meters of a certain number of allies, the cold does not affect him. The number of allies required to counterbalance the cold changes based on the number of players in the mission:
2 players: 1 ally required
3 players: 2 allies required
4 players: 3 allies required
This dynamic forces heroes to stay close throughout this region and move as a group.
Rescuing Colonists
When a hero rescues a colonist, it will follow him, but will not fight. Colonists can take some punishment from aliens, so it is not too hard to keep them alive. The challenge is that they are also affected by the cold debuff, so the heroes must keep them close to keep them alive.
The colonists also count towards the number of allies required to counter the debuff, which helps make it easier to stay warm when transporting colonists.
Intentional Splitting
In the fourth (and final) wing of the region, there are short sequences where heroes must briefly split up to do something like activate consoles to open a door. They are simple, but high in intensity, because if they don’t move fast, the cold will overwhelm them.
Alien_Melee_02
Alien_Ranged_02
Alien_Rhino_01
Trivial_Service_Robot_01
Turret_02
Military_Cyborg_Melee_02
Military_Cyborg_Ranged_01
Military_Cyborg_Ranged_02
mp_13_recharge
Despite the best efforts of the Humans, the Family's forces are growing in power and numbers – and strike teams that have recently raided the Hold have encountered a robots that is impervious to portable weaponry. Unless the humans do something quickly, the latest versions of the Family's hardware are going to overrun the Tachibana.
The heroes must explore a hold region to collect parts to create 4 attack turrets near their starting position. Once they build the turrets, they can get the attention of the deadly, impervious assault robot, drawing it to the location of the turrets. Once the fight begins, waves of enemies will join the impervious robot, and the heroes will have to destroy them and keep the turrets repaired so that they can destroy the enemies.
Minimum Number of Characters: 2
Mission Set: Second Mission Set (unlocked after completing missions 1-4)
Zone Style: Hold
Estimated Duration: 40 mins (30 mins to find parts, 10 mins to defeat final boss)
Layout Style:
Near the start of the region is a large door that leads to the room with the final robot in it. This door is clearly marked as being dangerous. There are side paths that the heroes can explore to find the 16 turret pieces and bring them back to the starting point.
After the heroes step through the dangerous door, there are 4 turret mounts right in front of them. If they advance past the turret mounts they will find another large door. Opening that door will attract the attention of the indestructible robot, who will chase them back to the turrets. There are openings (like windows) near the turrets that enemies can appear through.
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Building Turrets
The heroes recover “turret parts” from throughout this level. Turret parts are generic parts, and the game keeps a tally of how many the heroes have found. There are four “turret mounts” in the level. A hero can use a turret mount, and if there are at least 4 turret parts that have been found in the level, a turret will appear on that mount.
Repairing Turrets
Heroes can “use” turrets to repair them. It takes about 5 seconds to “repair” a turret. If the hero completes a repair action, the turret is healed for a certain amount of health. If the hero takes damage while repairing a turret, the action is interrupted, and the turret’s health is not restored.
Fighting the Indestructible Robot with Turrets
The indestructible robot is based on the Heavy Combat Robot enemy, though it only attacks with its chain guns, not its shoulder laser. It is specced in the Miniboss Enemies Appendix. While they fight it, additional enemies join the battle. To win, the heroes must take cover from the big robot behind the turrets, destroy the additional enemies to keep them from destroying the turrets, and repair the turrets when possible. The turrets deal a lot of damage, so the heroes will mostly be supporting them.
Turret_02
Turret_03
Builder_Robot_02
Builder_Robot_Drones_02
Welder_Robot_01
Military_Cyborg_Melee_02
Military_Cyborg_Ranged_01
Military_Cyborg_Ranged_02
Experimental_Cyborg_Melee_01
Experimental_Cyborg_Ranged_01
mp_14_fueltanks
This mission is phase one of striking hard at the aliens. Ultimately, the goal to clear a path to different shuttles, siphon fuel from all of them, and then completely fuel up an attack fighter. This fighter will autonomously fly into the alien ship and explode.
Every time the heroes get to a shuttle, they will have to defend one of the team while he drains the fuel. After each siphoning, there will be increasingly large numbers of aliens waiting for players when they return to the main area.
After the fourth shuttle, the aliens figure out the humans' plan and send a massive force. The heroes must defeat hordes of desperate aliens to clear the runway. At the end is a powerful boss that constantly closes to melee range of whomever he's targeting, and deals exponentially increasing melee damage with each hit. Heroes will have to shuffle aggro frequently to stay alive, defeat the boss, and launch the fighter.
Minimum Number of Characters: 2
Mission Set: Second Mission Set (unlocked after completing missions 1-4)
Zone Style: Shuttle Bay
Estimated Duration: 45 mins (35 mins siphoning fuel, 10 minutes clearing runway)
Layout Style:
The heroes start this mission in a hub containing the ship they need to refuel. They can set off in four different directions to reach the 4 other ships they need to siphon fuel from. That opens a door to the main runway, which is a long corridor covered with aliens, with a deadly boss at the end.
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Siphoning Fuel
When the heroes reach a ship that they can siphon fuel from, a player “uses” that ship. It takes a significant amount of time (about 15 seconds) to siphon fuel, and if a player is hit, the siphoning is interrupted. When a hero starts to siphon fuel, aliens spawn and attack. The second hero must defeat them to prevent them from interrupting the siphoning hero.
The game tracks how many ships the heroes have siphoned fuel from.
Aliens Guarding the Ship
Every time the heroes siphon fuel from a ship, it spawns a squad of aliens at the location of the assault ship. They will have to defeat those aliens to continue.
Alien Boss
The alien boss is a unique miniboss based on the “Alien Warlord” model, though it doesn’t have any of that boss’ special functionality. It is specced in the Miniboss Enemies Appendix. It moves extremely quickly into melee range with its target. Every time it hits with a melee attack it applies a stacking debuff that increases the damage that its melee attacks do. After about 5 hits, it’s doing massive damage with each attack. Another hero must taunt it off its target to allow the debuff to expire. The heroes must repeat this process a couple times to succeed.
Alien_Swarmer_01
Alien_Explodoing_Swarmer_01
Alien_Melee_03
Alien_Ranged_03
Eviscerator_01
Alien_Rhino_01
Turret_03
Turret_04
mp_15_alienwaves
This mission is fairly simple – the four players will have to fight off wave after wave after wave of alien attackers on their way to defeating the Hunters completely. There are four "spawn points" that will have to be watched, each with two states of being "on" or "off". During some waves, players will have to focus on one "point" which is completely bursting with aliens. During other waves, all four points will be "on", and players will have to split up and take one apiece.
The Humans' victory in this mission enables the Family to overwhelm the Hunters and create a new army of Hybrids (see below) for players to fight in the final missions.
Minimum Number of Characters: 4
Mission Set: Second Mission Set (unlocked after completing missions 1-4)
Zone Style: Engine Control
Estimated Duration: 20 mins
Layout Style:
This mission starts with the heroes in a central hub. There is a door at the back of the hub that leads to some undefined important thing - the heroes can’t go through it, but if an alien reaches it, the mission is a failure.
There are four pathways out of the central hub. A short run down each pathway (about 10 seconds) is a “defense point” with a couple of turrets. The defense points are far enough away from the central hub that it takes significant time to move from one defense point to another. Some distance beyond each defense point is a spawning location where waves of aliens appear. Heroes cannot move beyond this spawn point.
There are indicators in the central hub that show how strong the alien force is that will be coming from each direction during each wave.
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Alien Waves
The object of this mission is to defeat 5 alien waves. Each wave sends 4 groups of aliens at the hero. Each group appears from a random direction, and multiple groups can come from each direction. There is an indicator at the central hub indicating how many waves will come from each direction, and the players need to split up, roughly one to each incoming wave.
Defense Points
Each defense point consists of two turrets, like the ones in Mission 13. They deal a great deal of damage to the incoming aliens and can be repaired the same way. Heroes must support them to defeat the aliens. If they’re destroyed, it makes that point much harder to hold.
Failure
If an alien reaches the central hub region, the mission is a failure.
Alien_Swarmer_01
Alien_Explodoing_Swarmer_01
Alien_Melee_03
Alien_Ranged_03
Eviscerator_01
Alien_Rhino_01
Turret_02
Turret_04
Heavy_Combat_Robot_01
mp_16_botchase
The Family has grown increasing angry at the humans' success in defeating their metal forces. Consequently, they have sent a robot to infiltrate the Barracks and steal key data about local security, and the location of other survivors. Luckily for the humans, the robot had to disable its connection to the Family in order to fool its way past the MedCenter security scanners, so it can't just upload the data back to the Family. However, the robot is trying to retreat to the end of the ship and launch itself into space. From there, the humans will be unable to retrieve it, but floating maintenace bots will have no such trouble.
At the beginning of this mission, the players are told that because of the very limited zero-G suit supply, they are the only operatives who can catch the robot now. The robot itself will not attack, but it has a large head start, and there are many other enemies between it and where the heroes start.
(Once the espionage bot is caught, the humans will turn the tables, extracting enough data to get the upper hand on the Family in Mission 20.)
Minimum Number of Characters: 2
Mission Set: Third Mission Set (unlocked after completing missions 9-14)
Zone Style: Shuttle Docking Gantry
Estimated Duration: X mins
Layout Style:
This mission takes place entirely on a long, linear gantry, similar to the communications gantry from the single player campaign. It is a tight path, and many enemies appear attack from over the side, or are placed in front of the heroes.
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
The Communications Robot
The Communications Robot re-uses the same model as the Transport Center Robot boss from the single player campaign. It is specced in the Boss Enemies Appendix. It does not attack with its laser beam attacks, but its missile turret, sentry turrent, and kamikaze robot abilities are in full effect. It will use these abilities to create obstacles for the heroes once they get close to it.
Chasing the Communications Robot
The communications robot is placed near the end of the ramp. It moves very slowly towards the end of the ramp, and and if it gets there, the mission is a failure. Once the heroes reach it, they must quickly destroy the last obstacles between them and it and then quickly kill it.
Time Limit
The heroes have a short time limit in which to reach the communication robot. If they do not get to the communication robot before it expires, they fail the mission. Once they reach the communication robot, the timer disappears, and they simply need to worry about destroying it.
Failure Cases
There are two ways for heroes to fail this mission in addition to dying:
Combat_Robot_Melee_03
Combat_Robot_Ranged_03
Turret_03
Turret_04
Heavy_Combat_Robot_01
Experimental_Cyborg_Melee_01
Experimental_Cyborg_Ranged_01
Ninja_Cyborg_01
mp_17_hybrids
Thanks to the Humans' systematic weakening of the Hunters in the second group of missions, the Family has seized its chance and overwhelmed the Hunters. However, instead of exterminating the alien menace like PILOT chooses to do aboard the Armstrong, the Family has chosen to "patch" their forces with cybernetically enhanced Hunters. The result is what the Humans call "the Hybrids".
The Hybrids have taken over the Hydroponics zone in order to create a breeding ground for the non-cybernetic versions. In addition to the obvious threat this presents, their birth cocoons are draining valuable food resources. The Hunters and the Hybrids must be stopped.
Minimum Number of Characters: 2
Mission Set: Third Mission Set (unlocked after completing missions 9-14)
Zone Style: Hydroponics
Estimated Duration: 30 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
None
Eviscerator_01
Alien_Cyborg_Swarmer
Alien_Cyborg_Melee_01
Alien_Cyborg_Ranged_01
Turret_01
Tank_Robot_01
mp_18_engines
The Maintenance subsystem has become just as damaged as its "Brothers", and has used its recent assimilation of the Hunters as a springboard to a new course of action – flying to the Hunters' homeworld at 300% power. As a result, the radiation levels in the engines are approaching near-critical levels. The engines must be shut down, or the whole ship will glow green for the next few decades – and that's if the Hunters don't find the Tachibana first and destroy it.
The only way to stop this from happening is for players to infiltrate the Engine Control rooms, and fry the entire propulsion system with an EMP charge. Unfortunately, the rad levels are so high that it's only "safe" in a five-foot radius around emergency stations. Players will have to dart from station to station to advance through the area, and pause at each one to bleed off the radiation they've just picked up.
This mission, along with the others between 15 and 19, should focus less on loud, explosive combat and more on mixing things up a bit. It's a good place for another puzzle-ish dynamic. Possible dynamics for the region include activating safe zones when you reach it, activating future safe zones before you get to them, and timing moving through safe zones that are flickering on and off.
Minimum Number of Characters: 2
Mission Set: Third Mission Set (unlocked after completing missions 9-14)
Zone Style: Engine Control
Estimated Duration: 30 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Radiation Debuff
In this entire zone, if a hero is not within a safe zone, a radiation debuff is added to them every 5 seconds. This debuff deals damage based on how many stacks of the radiation debuff are on them. Thus, heroes don’t take much damage from radiation immediately upon stepping out of a safe zone, but the longer they are exposed to radiation, the faster they take damage.
Safe Zones
A safe zone is defined by a placed object that has a radius of safety around it. While a hero is within the radius of a safe zone, they are not affected by the radiation debuff. This causes the radiation debuff to quickly wear off, resetting it. Safe zones can have varying safety radiuses, which are made visible with a simple effect.
Possible dynamics for the region include activating safe zones when you reach it, activating future safe zones before you get to them, and timing moving through safe zones that are flickering on and off.
Trivial_Service_Robot_04
Turret_02
Turret_04
Builder_Robot_04
Builder_Robot_Drones_04
Heavy_Combat_Robot_01
Experimental_Cyborg_Melee_02
Experimental_Cyborg_Ranged_02
mp_19_alienboss
The leader of the Hunters' attack craft has been corrupted by the Family, and is leading an army of the most deadly Hybrids yet. The time has come for the Humans to cut off the Hybrid threat at the source – by eliminating the Hunters.
The mission starts with minor engagements with Hunters and Hybrids, as players infiltrate the Hunters' craft. About halfway through the mission, the strike team will encounter "Mesothorax", the strongest Hybrid on the Tachibana. After he falls, players will have a (relatively) clear path to the heart of the Hunters' craft, where they must plant a bio-explosive that will detonate the ship. Once the explosive is set, players will fight their way out of the ship, through Hybrids hellbent on avenging the death of their leader.
Minimum Number of Characters: 4
Mission Set: Third Mission Set (unlocked after completing missions 9-14)
Zone Style: Maintenance with Alien Pod
Estimated Duration: 40 mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Mesothorax Boss
Mesothorax has the same abilities as the Alien Warlord boss. He is specced in the Boss Enemies Appendix. The fight takes place in an arena of the same shape as the single player fight, and the dynamics are almost identical, with only a few minor changes to accommodate multiplayer:
Alien_Swarmer_01
Alien_Rhino_01
Alien_Cyborg_Swarmer
Alien_Cyborg_Melee_01
Alien_Cyborg_Ranged_01
Alien_Cyborg_Juggernaut_01
mp_20_finalboss
This is it – the humans have gained the upper hand, and they're ready to wrest complete control of the Tachibana from the Family. The heroes must fight their way through the final level, all the way to the final computer boss room. The computer is located high above the heroes, so they can’t attack it directly, and cybernetic alien spawners constantly create new enemies to fight. There are also several indestructible turrets mounted above the heroes.
To damage the computer, the heroes must simultaneously computer consoles scattered throughtout the room to change the alignment of the turrets, causing them to fire on the central computer.
Minimum Number of Characters: 4
Mission Set: Final Mission (unlocked after completing missions 1-19)
Zone Style: Computing
Estimated Duration: X mins
Cybernetics Obstacles / Hazards
TBD. Should use obstacles and hazards that are from the corresponding region type in the single player campaign (still being defined as of 3/28/07 - DJA). Blocking obstacles that require cybernetics should only be used on optional reward rooms.
Hazards that encourage cybernetics can be used main path in this region.
Special Dynamics and Encounters:
Final Boss Battle
The final battle with the family takes place in a room with several elements that contribute to the fight as a whole. It is specced in detail in the Boss Enemies Appendix.
The central computer that the heroes must destroy is located on a ledge that the heroes can’t reach or effectively target.
There are several cybernetic alien generators, similar to the ones in the single player Alien Warlord boss battle. These generators create enemies steadily throughout the fight.
There are turrets placed high above the heroes that fire rockets at them throughout the fight.
There are four computer consoles in separate sections of the room. It takes only a 2-3 seconds to use a console, but the action is interrupted if the user is damaged, so heroes cannot use the computers while under fire. If all four computers are used simultaneously, the turrets switch to the heroes’ alignment and start firing on their enemies, including the central computer. This lasts for about 30 seconds, then their alignment resets.
To win the battle, the heroes must push back or distract the enemies being created just long enough to activate all four consoles at once. Then the turrets will help them fight and damage the Family. They must repeat this process several times to defeat the computer.
Alien_Cyborg_Swarmer
Alien_Cyborg_Melee_01
Alien_Cyborg_Ranged_01
Alien_Cyborg_Juggernaut_01
Turret_02
Turret_04
Heavy_Combat_Robot_01
Experimental_Cyborg_Melee_01
Experimental_Cyborg_Ranged_01
Ninja_Cyborg_01