War of the Nanosaurs: Game Types
War of the Nanosaurs would be a first/third person shooter with online play, alongside a bot function for offline play. Possible Game Modes:
Missions: A series of goal-oriented levels that encourage cooperative play and form the Story Campaign of Nanosaur Wars. Each level would have a limit on player slots and require that connecting users have unlocked the level in question. There could potentially be later campaigns and custom levels for DLC. Class Tutorials could be single player Missions.
Storm the Fortress: A Republic attempts to conquer a strategic location held by Rebels. Might involve checkpoints.
Establish a Foothold: Both teams compete over a particular location, hoping to control all the checkpoints in the area.
Raid the Nest: Gather all the opponent’s eggs and get them to your wormhole before they can do the same to you.
Guard the Nest: A Rebel team attempts to steal the eggs of the Republic.
Take the Egg: A single egg is fought over by two teams.
Node emplacement: A Republic team attempts to push a Wormhole node to a generator while the Rebel team tries to stop them.
Hold the Line: Protect a location against waves of under-armed computer controlled Rebel forces. Help may come between the waves.
Gladiator: Set in the more brutal Rebel colonies, Gladiator is a free-for all slaughterfest. The last player standing wins.
Scale Lock: Any of the above, but with the restriction of being unable to switch between classes after selecting a class.
Feral Mode: Any of the above, but with the restriction of only using melee weapons and special abilities.
Hey Erica, if you like this post then don’t like this post!
I liked and then unliked it. Haha!
Touche! I am conquered and overcome by your cunning ways.
Hey Erica, if you like this post then don’t like this post!
I don't know what nanosaurs is, Is it a video game like TF2?
The original Nanosaur was made in 1998 for the Apple Macintosh by Pangea Software. It was a one-level timed third person shooter, wherein the player character (a jetpack wearing gun wielding Deinonychus from the future) had to deliver various eggs to nearby wormholes before a meteor hit.
The sequel, Nanosaur II: Hatchling, was released in 2004. There were three levels, none of them timed, and the player character was now a pterodactyl gathering eggs from alien worlds (and avoiding Rebel turrets and whatnot). There were also three local Two Player modes, each with two maps; Racing, Arena, and Gather The Enemy’s Eggs Before They Get Yours.
The theoretical War of the Nanosaurs would be a sequel/spinoff, but it’s not even in development. I’m just putting my ideas out here. But yes, it would be quite similar to TF2 in design… if it ever got made.
War of the Nanosaurs: Resources
Every Nanosaur has 5 resources they have to track during combat.
Hit Points: A measure of the vital signs of a Nanosaur, Hit points are used to show exactly how much punishment a Nanosaur can take and has taken. Hit Points are lost to damage, but can be restored either by finding nanite packs on the battlefield or returning to an allied Outpost and standing on a Nanite platform. Hit Points are also increased by a Stegosaurus’s Healing Wave or a Tyrannosaur’s Pack Regeneration.
Pack Fuel: The substance used to power special abilities, Pack Fuel is a precious resource in the battlefield. There are packages of Pack Fuel in the battlefield, and a Pack Fuel generator in allied outposts. Pack Fuel can be drained by a Dilophosaur saboteur, and can run out surprisingly quickly.
Laser Cells: The ammunition for all laser weapons, Laser Cells are scattered across the battlefield and can be dropped on death. There are, however, no Laser Recharge stations in Outposts.
Electric Batteries: Used to charge Phase Weapons, Plasma Whips, and special attacks, Electric Batteries cannot be found on the battlefield. However, they can be dropped purposefully by allies and plugged into other Nanosaur systems; used Electro Batteries might have less charge than fresh ones, though, which can be found at Outposts.
Explosive Replicators: Aside from the Stegosaurus, explosive Replicators are used by every Nanosaur to create some form of explosive. They are never dropped on death, but they can be found in the field and in Outposts.
War of the Nanosaurs: Tyrannosaur Weapons
Weapon 1: Chomp. Exactly what it says on the tin, a devastating bite that can outright kill smaller Nanosaurs and seriously damage larger ones… if it manages to hit, as it’s rather slow.
Weapon 2: Laser Cannons. Where other Nanosaurs use small laser blasts, the Tyrannosaur will use large laser beams that track over a small area. They can only have a hundred of these in storage at a time, but each beam can cut for ten seconds.
Weapon 3: Plasma Whips. The tiny forearms of the Tyrannosaur now hold vicious plasma whips that set any foe they touch aflame. True, their wide arcs are easy to dodge, but that doesn’t mitigate the fact they’re scary as heck.
Weapon 4: Cluster Rocket. For every one of their fifty charges, the Cluster Rocket lets out a swarm of explosives that will track after a target. Perfect for taking out annoying swarms of pests or flyers that try to run away.
Note: The Tyrannosaur is as aggressive as he can be, built to rush in and tear through armies and heavily armored units alike. For all his power, though, he can be brought down through focus fire and cleaver tactics.
War of the Nanosaurs: Stegosaurus Weapons
Weapon 1: Rumble. An area of effect growl that stuns enemies swarming over the Stegosaurus.
Weapon 2: Laser Turrets. Where most warriors simply fire their laser weapons, a Stegosaurus can drop up to 10 laser turrets on the battle field. The Laser Turret has 150 ammunition, but can’t be reloaded and will explode on running out.
Weapon 3: Healing Wave. Allies in range when the Stegosaurus switches on their Healing Wave will slowly regain health. However, Healing Wave can only last so long, and the Stegosaurus itself will not gain the benefit.
Weapon 4: Wormhole Emplacements. Up to 6 of these can be placed anywhere on the map, directly teleporting any ally from them to the correlating Stegosaurus. They can also be used in reverse, simply by activating the proper terminal on the Stegosaurus. A Stegosaurus cannot use its own Emplacement.
Note: The Stegosaurus has very little aggressive ability, relying on allies and its own spiky armor for protection. However, it can be used as a mobile beach head and medical facility, if properly charged up. The Stegosaurus’s ability to generate a shield prevents fire from getting in, but also prevents allies from getting out.
War of the Nanosaurs: Triceratops Weapons
Weapon 1: Horns. A Triceratops can toss a foe back or at the very least push them away with a quick flick of their head.
Weapon 2: Laser Chainguns. Multiple laser emplacements on Triceratops armor will aim at an area, making it hard for any armed forces to hold their ground. At a whopping 1200 maximum ammunition, the laser emplacements can keep up their fire for a long time.
Weapon 3: Phase Blast: Charging up this massive, long range dish takes the concentration of the user off the battlefield. But the wide area attack is considered to be a decent pay-off for the patient task master.
Weapon 4: Missile Launcher. With a high cooldown and a low ammunition count of 20 maximum, the Missile Launcher is best used sparingly. Still, their explosive blasts not only kill a lot of foes in the area but kick up dust around the survivors.
Note: A mobile fortress emplacement, the Triceratops is meant to do a lot of damage to foes at a distance and has very little defense to anything that manages to get up close. Their trample ability is used more to get them out of the thick of battle than to kill, and most Triceratops players will spend time camping around ammunition sources.
War of the Nanosaurs: Dilophosaur Weapons
Weapon 1: Dagger. Does more damage from behind, to the point of killing other small Nanosaurs.
Weapon 2: Laser Pistol. A handheld, 200 maximum ammo weapon, the laser pistol is very basic and meant more to cover retreats than deal damage. But combined with some of the Dilophosaur’s other weapons, it could become quite devastating.
Weapon 3: Pack Drain. By teleporting sabotage nanites into an enemies Pack, their Fuel is slowly decreased. While not as useful on smaller foes, the weakening effect on the larger enemies can become quite pronounced. Unfortunately, Pack Drains require focus and will be detected by the victim.
Weapon 4: Telebomb. A precision-teleported bomb that takes a few seconds to arrive, but can be called down anywhere within a certain radius regardless of terrain. Combined with their scenting abilities, Dilophosaurs can use their Telebombs to surprise assault large camps; they can only have 35 at a time, however.
Note: The Dilophosaur is a very stealthy sort, able to cloak and weaken foes quite well, but it is meant to be a force multiplyer and not a force in and of itself. Dilophosaurs are actually about as sturdy as a Deinonychu, they just have less ability to defend themselves in case of attack.
War of the Nanosaurs: Pterodactyl Weapons
Weapon 1: Shriek. The piercing cry of a pterodactyl can stun enemies, but they need to charge it up before launching it.
Weapon 2: Laser Gatling. At 400 shots maximum and 2 shots fired per second, the Laser Gatling is an inaccurate but destructive weapon that’s perfect for chasing down retreating foes.
Weapon 3: Phase Lance. The longer the Phase Lance charges, the more damage it does when it hits. Unfortunately, Phase Lances cut out all Pack and Weapons abilities while charging, so preparing a Phase Lance makes a Pterodactyl vulnerable for a while. Higher charged Phase Lances also use more ammunition.
Weapon 4: Scatter Grenade. A single Scatter Grenade will launch into a dozen smaller grenades, tearing apart any area that the Pterodactyl throws it into. A Pterodactyl can carry a maximum of 80 Scatter Grenades.
Note: Because the Pterodactyl can fly, it has a larger area of mobility and range to handle which makes it the perfect area control/strafe unit. Ammunition is always located low to the ground, preventing players from simply staying too high up to be hit. A combination of charging and their Pack abilities can make them grow faster, but they’ll always settle down to a gentle drift without influence.