In this game a large number of
marines must wipe out a smaller number of aliens. The game ends when
either side is vanquished. Aliens have the full grace period to hide
before the game starts, but the marines enter with only ten seconds
to spare. The typical outcome is that the Aliens will win, and the
game is balanced so that if both Marines and Aliens are poor players
the Aliens will be victorious. For the Aliens, tactics and cunning is
the most important factor whilst for the Marines it's teamwork.
The Aliens:
|
Colour |
Gun Sensors |
Lives |
Shots |
Recovery Time |
12 Player Game |
24 Player Game |
Enter Arena |
|
Green |
Off |
6-9 |
Unlimited |
5 seconds |
1-2 Aliens |
3 Aliens |
Immediately |
The Marines:
|
Colour |
Gun Sensors |
Lives |
Shots |
Recovery Time |
12 Player Game |
24 Player Game |
Enter Arena |
|
Red |
On |
2-3 |
Unlimited |
1-2 seconds |
10-11 Marines |
21 Marines |
T-10 seconds |
The Balancing Rule:
Through a lot of trial and
error we've found that the game is best balanced by considering the
total number of lives on each team. The ratio of the total lives
should be in 2:3 favouring the marines. If the aliens are hyper
experienced that 2:1 is usually better.
Don't Bunch Up. Doing so makes
you a larger target and easier for the marines to hit, it also makes
it easier for the marines to rush you. If you get surrounded and
can't shake the marines he game will be over very quickly.
Support
Your Team Mates. You are vastly outnumbered so support each other
as much as possible without getting cornered together. Be aware of
each other's movements and have one alien distract while another uses
surprise attacks.
Snipe. Your gun sensors are off, so you
can't be hit on the gun, find arena positions where you can get good
shots of the marines but they can't hit you. Harass them, then
retreat if you are charged.
Use Your Recovery Time. You are
immune during your recovery time, so make use of it, don't get boxed
in, you'll die before you can get any shots out. Disappear into the
arena whenever possible.
Find Good Starting Positions. This
often overlooked aspect can make a huge difference to your
performance. There are really two criteria for choosing a good
starting position
Separate/Flank The Marines. They are
easier to hit than you are since their guns are on, so in small
numbers they are at a disadvantage. Once you being to break up the
group you can win the game very quickly by hunting down individual
marines
Use The Trap. The addition of the IR trap has given the Aliens another asset. During your long downtime you have ample opportunity to get across the central gantry, traversing the arena very quickly. The marines will have to disable it to follow you, and if they choose not too they will nearly always lose a life. Since they have short downtimes and few lives getting stuck on the gantry can finish them off very quickly.
Use Team Captains: A good team captain will make ALL the
difference, have someone experienced give orders and be prepared to
follow them.
Rush The Aliens. Your only advantage is
numbers so use it, get in close if you can and surround and harass
the aliens. You MUST be dynamic, fast and aggressive or you will
lose.
Don't Let The Aliens Get Away. Aliens use their long
recovery time to disappear into the arena. Follow them if you can and
keep them harassed, but if you find it's just you on your own, it's
time to double back.
Keep Your Team Mates Informed. Shout
out the locations (ask) where the aliens are going, you must know
where they are.
Don't Bother Trying To Shoot The Alien's Guns.
Their gun sensors are off, so you can't snipe them, don't bother.
It's stupid. :-D
Move In Loose Groups. If you find yourself
out on your own you're basically finished very quickly.
Don't
Sit Around In A Corner. You will find that your group gets picked
off and dispersed and once cohesion is gone the aliens have
won.
Don't Bunch Up. Doing so makes you a larger target and
easier to hit.
You Have a Short Recovery Time. If you get
hit, quickly get out of danger, because two seconds later you can be
hit again.
Use Your Ten Seconds. Get into the arena, far
enough to not be stuck around airlock, and not so far you're too
thinly spread.