TGMC:Minions: различия между версиями
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The total number of minions generated is based on the total number of players currently in-game, and the total number of spawners. The exact function is (0.15)*(Total Player Number). For example, with 50 players, the total number of minions per spawner would be 7. The number of players also has an impact on the spawn rate; the more players, the faster the rate of spawning. | The total number of minions generated is based on the total number of players currently in-game, and the total number of spawners. The exact function is (0.15)*(Total Player Number). For example, with 50 players, the total number of minions per spawner would be 7. The number of players also has an impact on the spawn rate; the more players, the faster the rate of spawning. | ||
Be wary that the Marines can still sell minions for requisition points. While it isn't much, over time this value could prove detrimental to your hive's success. | Be wary that the Marines can still sell minions for 5 requisition points. While it isn't much, over time this value could prove detrimental to your hive's success. | ||
==Managing the Swarm== | ==Managing the Swarm== |
Версия от 23:30, 16 января 2022
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
Broodmother Robusta говорит: "The Swarm prevails." |
The Minions
Overview
Not all members of the Xenomorph Hive were originally part of their larval strain. Some members were subjugated from other species, and incorporated as supporting bodies to aid in the expansion of the hive. This includes the three minion strains, and may well include humans, should the Xenomorphs prevail.
As such, minions are substantially more numerous, but significantly less powerful, than the traditional larval xeno strains. The hive has adapted this numbers game into their swarm strategy, seeking to overwhelm their foes with an endless barrage of acid and claws.
Growing the Swarm
Minions generate in hoards from spawners, which can be constructed with 800 psychic points from the Queenmothers Blessings tab.
Minions can also spawn from silos.
The total number of minions generated is based on the total number of players currently in-game, and the total number of spawners. The exact function is (0.15)*(Total Player Number). For example, with 50 players, the total number of minions per spawner would be 7. The number of players also has an impact on the spawn rate; the more players, the faster the rate of spawning.
Be wary that the Marines can still sell minions for 5 requisition points. While it isn't much, over time this value could prove detrimental to your hive's success.
Managing the Swarm
Minions have a degree of independence, and will follow their own objectives to a minor degree. For the most part, this comprises wandering aimlessly or protecting their spawner, however there are some complexities. For example, if a minion takes too much damage in battle, they will attempt to retreat from the combat area to heal.
Minions are only slightly independent, and may require control from the hive to be effective in battle. Minions are able to be controlled by hive leaders, such as those chosen by the Queen, or the Queen and Shrike themselves.
The premier minion control caste is the Hivemind. Unlike the leaders, the hivemind is able to place a global rally point for all minions, causing them to begin to travel to the selected position. This is useful for defending critical points, or attacking designated areas.
Of course, walking is slow. Why spend all that time when you can just... teleport? Just as with the other Xenomorphs, the Kings Psychic Summon ability will teleport all minions to his position. Provided they survive, this can prove a devastating blow to any position facing the wrath of the teleporting swarm.
Maturity Statistics and Evolution Paths
Unlike larval strains, Minions do not mature or evolve. Their stats remain static throughout their entire life cycle.
Age | Health | Plasma | Slash Файл:Intent Harm.png | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid |
Mantis | 280 | 175 | 20 | 33 | 33 | 28 | 25 | 60 | 25 | 25 | 33 | 25 |
Beetle | 300 | 190 | 17 | 35 | 35 | 30 | 28 | 60 | 28 | 28 | 35 | 28 |
Scorpion | 260 | 150 | 17 | 30 | 30 | 25 | 20 | 60 | 20 | 20 | 30 | 20 |
Minion abilities
Each minion type mimics an ability of some other caste, albeit with high unpredictability given their AI nature. Most of these deal some form of stun, so try and capitalize if you see a target get knocked down.
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |