there should be another half life expansion, this one about the scientists. it should be called half life: grey matter
you play as a brilliant beautiful female scientist, who’s just been transferred into one of the deep labs, way underground. you’re working on bizarre black ops projects, most of them secret even to you. as you’re a new transfer, you’re just a techie, you run errands for the brain in a jar and the other scientists.
you dated freeman at MIT. his masters thesis was ‘cute’ but largely inaccurate.
the barney’s always hit on you and will gladly take large amounts of damage to keep you safe.
you don’t fsck around with a hazard suit or a combat vest. you wear a fire/slime retardant labcoat and the psi-helmet, which looks like cerebro on crack. I haven’t decided if it should be powered by movement, or a small nuclear pod trailing behind you, probably self-regenerating like the shield in halo.
the psi-helmet has three modes. you start out with the static-field, which when activated pushes back anything within it’s range. bullets, headcrabs, whatever. zombies can run up to you and wail on you, but they’ll be blocked as long as you have power remaining. the energy it uses goes faster the stronger the attack it’s blocking.
option 2, which is an upgrade you get eventually, is the levitron. the higher off the ground you are, the more power it eats up, so you can’t float indefinately, but you can boost up a lift shaft and jump in a door before it runs out. float down halls, across chasms, around the transit tunnels, etc.
option 3 is the stealth field, whichs makes you invisible and dampens all sound: you’re deaf, but you can still see, but no-one can see you. you’d probably be seeing in black and white though, something like when frodo puts on the Ring in the movie…
the helmet soaks up power quickly after awhile: pretty good against all the puny marines and aliens, like freeman fought, but you’ll be facing some badass stuff that it can’t compete wtih. so don’t rely on it.
okay, so you have weapons that you’ve developed in-house. mostly you don’t fsck around with ‘ineffecient’ military or even xen weapons, you use plasma weapons. start with the laser pen, fight your way to the weapons locker and steal a plasma pistol. plasma grenades. the rail gun, which will launch anything you can fit into the ammo box: bullets, grenades, coffee cups, head crabs, whatever.
your mission goals are as follows, in this order:
1 - complete the project.
2 - eliminate the competition.
3 - do something about those pesky aliens.
you know all about the xen invasion, but your military contract is the only really important thing.
and the other labs are your rivals. you’d run about preventing them from sabotaging your projects, and then going into and sabotaging, if not destroying, their facilities.
one of them is heavily into robotics, so you fight souped up versions of the cargo bots you see throughout the complex in the first 2 games. robot sentries that are spiked wheels with lasers. cyborgs, and reanimated soldiers and aliens.
another lab, based in a fortress in xen, is doing bio-research, so you find and use to sabotage them their own wierd hybrid weapons: the bee-bombs, the electro-barnacle, and the awesome head-crab cannon.







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