Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
Dragon edited this page Jan 7, 2019 · 7 revisions

See the new changelogs at:

NS2 Progressive Mod Homepage


Information below for archive information only - No longer updated!

ProG Mod Overview:

Economy

The main core mechanic that makes ns2 a strategy game, not just a tactical shooter. As it stands the game does not tie pres and tres together enough, reducing the value of resources the longer the game is. This issue is highlighted in the late game where aliens don't have many ways to remove value from their opponent. Their passive upgrades allows the base marine with lmg to stay strong even against fully pres invested alien team. We would like to tackle these issues head on and tie the economy more to the flow of every stage in the game. These changes will allow teams to both snowball faster and comeback faster as pres investments are more dominant in the game. This also means that uneven teams causes games to end quicker so players don't have to wait forever to lose a game, only even games will become long games.

With this in mind, here are some example of changes that can be expected in the future, these will take a few weeks to finish:

Aliens

We are looking at a full tech tree rework that will include change like:

  • Lower alien lifeform PRES costs (IE: Lerk/Fade/Onos = 15/25/40)
  • Adjust alien lifeforms to be more equal in effectiveness, but differing in roles.
  • Alien commander has more upgrades that are lifeform focused.
  • Alien passive chambers unlinked from hives, spur/shell/veil cost increases
  • Biomass removed, alien upgrade researches tied directly to # of hives.

Marines

  • All marine weapons unlocked from start and adjust marine PRES costs (IE: SG/MG/Flamer/GL = 25/30)
  • Adjust weapons to have more specific roles (still able to fight everything)
  • Each weapon will gain a utility upgrades (etc faster fire rate).
  • Each arms labs can only have one upgrade, either ‘Armor’ or ‘Weapons’ Additional arms labs would *need to be built then upgraded to get higher levels. (4-6 arms labs in total)
  • Marines gain 2 utility slots
    • Mines, grenades, Welders, and other additionals would be selectable for these slots.
    • You would then respawn selected utilities.

OLD SIDEBAR


Overview of Alien Changes

Overview of Marine Changes

Overview of Other Changes


Recent Changes


List of changes per version:

Alien Ability Changes

Alien Lifeform Changes

Alien Team Changes

Marine Class Changes

Marine Team Changes

Marine Weapon Changes

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