Online game aliens


















The tracker displays all movement signals nearby friendlies, NPC drones, and player Aliens in a degree arc. The player must drop their weapon to bring up the tracker, and cannot attack while it is in use.

Also, as the name implies, the tracker only detects motion. Sneaky Aliens could beat it simply by standing still. To access heavier weapons, Marines had to join a fireteam, where they could replace the Tracker with the Smart Gun or Flamethrower. Fireteams were squads of up to four players who entered the mission together. They were designed for clans or players intending to play as a team, but teamwork was not enforced through game mechanics. Members of a fireteam could activate small "helmet cam" windows for each of the three other members, allowing them to see that member's view in nearly real-time.

Marines carried an inventory of ammo clips for their weapons and four health packs. Health packs were bound to a hotkey and replaced some of that Marine's health. Health packs could not be used on friendly Marines. Weapons could be reloaded at any time, but this would discard any bullets left in the used clip. If the player ran out of bullets for all weapons, not likely, but possible they were left defenseless.

Additional clips and health packs could be picked up off the corpses of slain Marines. Marines customized their characters using any combination of eight possible heads, torsos, and legs four for each gender. These classes gave bonuses to a series of RPG-style stats meant to improve the player's skill with particular weapons, or the amount of healing per health kit. A character's class could not be changed once created. The actual return on these stats varied, but overall, were not terribly important.

Rank , however, boosted a player's effectiveness significantly. Compared to the Aliens, Marines had an elaborate system of military-style ranks, with each one granting more health to the player.

Ranks beyond Corporal required some dedication, and ranks beyond Sergeant required serious grinding. The tradeoff was near-invulnerability at the Gunnery Sergeant and Master Sergeant level "rank tanks".

Aliens Online featured eight total maps, cycled through at random across multiple game instances:. All maps were enclosed arenas with multiple pathways allowing for circular movement. The exception to this are the Mining and Waste maps, which required a linear progression through three towers and underlying tunnels to unlock the door to the next tower.

The LVB and Agricultural maps also featured outer doors which could be locked, denying shortcuts to particular sections until unlocked again. Design was not limited to hard right angles, and frequently featured slanting walls, overhangs, or irregular geometry in the hive sections.

All maps featured a multi-leveled design, including tunnels and overhanging air ducts for the Aliens. Aliens could leap high enough to enter these with impunity, while Marines could only access them from ladders at specific hatches. With the obvious exception of the space maps, all maps contained indoor and outdoor areas, with seamless transition between the two. Agro and Waste featured water areas that slowed players down and generated noisy "splashing" when moving through them.

All maps featured working doors, wall-mounted switches, and translucent windows. Lighting effects were limited, with areas of different lighting levels, and lights that could flicker but not fade.

Marines carried portable flashlights with a limited radius, that could be toggled on and off. Aliens saw a uniform light level at all times. Marines and Aliens could also look up and down at a maximum degree angle, mostly allowing Marines to look up at vents for attackers, or Aliens to look down and wait to pounce. Marines could load any available map and explore it, facing only computer A. Marines could use all weapons in this mode, making it useful for trying out weapons or understanding the layout of the maps.

Aliens had an equivalent called "Genetic Memory. Marines were present in this mode and only this mode , but would not attack. A configuration file can be altered to load without looking for connections to the GameStorm network, thus allowing the curious roam through all the maps in S.

Aliens Online originally released with only one game type Eradication. More were added with patch 2. Timed Eradication - Adds a time limit to keep things moving along addressing a common community complaint. Capture - Marines must enter the hive and collect a limited number of eggs, then take them back to the drop zone. The Marine carrying the egg moves slower and cannot attack. Aliens can also pick up and return, or hide, the eggs. Demolition - Marines must carry explosive charges from the drop zone to marked areas of the map.

Marines carrying charges move slowly and cannot attack. Aliens cannot interact with the charges, or disarm them once planted. Stranded - Marines start in a locked room with a timer counting down. When the timer expires, the doors open and no further Marines may enter the game. Marines must make it to a marked evacuation point on the map, with no respawns allowed. Marines that arrive at the evac point early must hold it until all Marines arrive, or until the stragglers are killed.

Retrieval - Marines must locate a data core on the map and return it to the Drop Zone. The data core is a reskinned demolition charge, and applies identical penalties to the Marine carrying it.

Aliens originally were allowed to pick up and move the core, but this led to griefing by placing the core in air vents Marines couldn't cross such as over the Coronado bridge. Originally, Aliens had free roam of the entire map at all times - including the Marine spawn points.

The most notorious example was Coronado, where Aliens could drop down from air vents placed directly over the spawn rooms and kill Marines as they loaded. Maps were redesigned to plug the most egregious holes, and a period of invincibility was added to Marines as they entered the game.

Land mines were also added as a way to give Marines the ability to secure their own drop zones. However, even moderately-ranked Marines could survive the blast of a mine, while Aliens could not.

This led to Marines dropping mines at their feet when attacked, which instantly killed their attackers - a tactic disparagingly called "Gormaning" after Lt. Sort by: Popularity Rating Date.

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