Games Source Eternal Silence

Eternal Silence

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Eternal Silence is a Source engine game based on an innovative and seamless blend of revolutionary squad-based FPS warfare and a mind-blowing space combat engine.

Gameplay

Eternal Silence currently has four gameplay modes, with the most significant being Hardcore mode. It has changed with every release since Beta 1.0. The final gameplay in Eternal Silence 3.0 splits the game into multiple phases. Each team begins with a capital ship at full health. These ships are bombarding each other with large AI-controlled weapons. The goal of the players is to destroy the enemy capital ship before their own is destroyed. Each capital ship has a small fleet of corvettes which protect it and serve as secondary objectives.

The game begins in the Strike phase. During this phase both teams have unlimited time to destroy the opposing team's corvettes. The hangars are locked at this point, so players can only battle in space. Bombers are most effective at taking out corvettes, with the other classes of ships serving as escort or intercept fighters. The first team to destroy the enemy corvettes moves on to the Attack phase, with the other team goes to the Defend phase.

During the Attack phase, the enemy team's hangar becomes unlocked. This allows for boardings to take place, typically using the Gunship. The team on the Attack phase has 5 minutes to successfully land and capture a subsystem. Once a subsystem has been captured, the timer is frozen until the defenders can push the attackers off their ship. Most subsystems have a function, when disabled, hurts the defending team. Capturing Shields will disable the shields of the ship, making it take more damage. Capturing Weapons will disable the ship's turrets, stop it from firing at the other capital ship, and nearby fighters outside will not receive extra munitions. The Hangar has no function, but serves as a forward spawn point near the fighters. Some NGM ships have a capturable Flight Deck; it does not have any function, and when captured does not stop the timer but stops the game from changing phases.

During the Defend phase, your hangar is unlocked and you have to defend your ship for 5 minutes. The attackers are taking additional damage during this time so a successful defense will give your team an advantage. Once the defense timer expires, the defenders receive new Corvettes and the game moves back to the Strike phase. If the enemy corvettes have been destroyed during this phase, the game skips directly to the Attack phase, with the full 5 minute timer.

This cycle continues until one team captures all the subsystems, resulting in an instant win, or either of the Capital Ships explode by taking too much damage. Players can also opt to bomb the capital ship directly to end the game faster.

Features:

- Cinematic Battles between Capital Ships on battlefields as large as 32768 cubic kilometers
- Choose between ataining victory on foot by capturing the enemy's subsystems, or be a pilot and bomb vital systems from space.
- Fast and Furious dogfights between Fighters and other Tactical Craft in deep space. Escort you gunships to deliver a squad of marines to the enemy hangar.
- A True Space Experience. Cut your ship's engines and drift in the frictionless void of space.
- Action-Packed ground battles. Seize decks of your enemy’s ship, controlling or disabling their shields, weapons... Fight off the enemy and work as a team, fulfilling the role of one of many classes with an array of unique weapons at your disposal.
- Achieve Victory by destroying the enemy capital ship inside and out.
- A Complete Story behind the Eternal Silence universe, released chapter by chapter as a novella is available online

Classes:

UTF Marine

With over 500 years of tradition behind them, the UTF Marines are a fatally effective fighting force. Marines are divided into Normal and Heavy classes, they come equipped with the powerful powerful weaponry. Marines can be equipped for almost any situation and are certified for use of the Ion Cannon, Machine Gun and Tank Buster. These well-trained, versatile soldiers are ideal for ship boardings.

UTF Hacker

UTF Hackers can disable the NGM’s computer systems with relative ease. Equipped with the latest in espionage gadgetry, they can quickly capture subsystems and forge a line of communication to the commander, securing the subsystem. Hackers can carry either a Submachine Gun or a Rail Gun. They are also known to wire their hacking equipment to their submachine guns, creating a mobile turret.

NGM Militiaman

As the backbone of the Neo Galactic Militia, the basic militiaman is well versed in ship infiltration. Depending on if they are Normal or Heavy Marine classes they are equipped with either the Ion Cannon, the Machine Gun or the Flamethrower, the basic unit of the NGM’s infantry is a fast, mobile, and durable killing machine. With his belt of magazines and powerful weapon, the militiaman can create havoc on the enemy ship.

NGM Hacker

Penetrating an enemy ship physically is though; penetrating a ship virtually through its computer network can be nearly impossible. The NGM has formed an extensive program to train technicians in the practice of hacking UTF subsystems. Using the tools at his disposal, a hacker can quickly gain control of any subsystem, as well as establish a line of communication to safely bring in reinforcements. Like the medic, hackers usually receive less weapons training and end up using the Submachine Gun, which they learn to setup as a remote turret. However, some complete the extensive Rail Gun program, learning to operate the powerful sniper rifle.

Weapons:

Hacker Weapons

SMG

The SMG is the close range weapon for the hacker class. It fires low damage projectiles at an insanely fast rate, and combined with a fairly large clip and the highest mobility of any weapon, it is deadly. For cover fire it can be set up on a remote controlled tripod, sheltering the user from harm while he blasts away at the enemy. This weapon is ideal for the sneaky soldier who specializes in infiltrating the enemy and creating havoc from within.

This weapon can be one of the weakest when employed on the battlefield in terms of raw fire power. It's accuracy will quickly deteriorate at range under sustained fire, and therefore is most effective at close range where it can fire bullets as quickly and accurately as possible.

The tripod, deployed with secondary fire and controlled by the hackbox's secondary fire, is a perfect way of ambushing the enemy and providing supporting cover while staying out of harms way. Watch out however, as you are left with only a pistol, and when in control of the turret, no camera control. This leaves you very vulnerable to flanking.

For sneaking around and capping points behind the enemy, the SMG provides the perfect balance between firepower and mobility. It's hacker class also means it can cap points solo. When not being used as a stealth weapon, the SMG is best suited to offensive groups, where its lower damage output and armor can be supported by it's teammates. This is not, however, a defensive weapon and will find itself at a disadvantage if found camping.

UTF SMG Technical Information

Type SubMachine Gun
Secondary Function Tripod
Damage per bullet 37
Melee Damage 80
Clip Size 40
Zoom Yes
Shooting Speed 180 in/s
Running Speed 225 in/s

NGM SMG Technical Information

Type SubMachine Gun
Secondary Function Tripod
Damage per bullet 41
Melee Damage 80
Clip Size 38
Zoom Yes
Shooting Speed 180 in/s
Running Speed 225 in/s

Railgun

For a hacker the Railgun is the best choice for long range combat. This weapon is a slow firing, high-powered rifle that's long range and accurate, sporting an increased zoom. In the hands of an effective player it can be used in close range as well due to it's high damage output. Overall the Railgun is good for cover fire, sniping, and clearing out large, open areas.

The tactical advantages for the Railgun include its long range and stopping power. A few shots will drop any soldier, and a shot to the head is an instant kill. The pinpoint accuracy and high damage of this gun also makes it ideal for sniping, even in a crowded environment. One shot can often kill a wounded enemy or severely wound another. The Railgun wielding hacker is often a prime target of enemy soldiers because of their deadliness.

The Railgun should always remain at the back of the pack, where it can stay out of harms way while it picks off distant targets or finishes off the wounded. Its slow rate of fire can leave it lacking at close range without the assistance of teammates, so it is a class to be defended. The Railgun is the spice of any squad, if used sparingly and effectively.

UTF Railgun Technical Information

Type Sniper Rifle
Secondary Function Tripod
Damage per bullet 290
Clip Size 7
Zoom Yes
Shooting Speed 225 in/s
Running Speed 225 in/s

NGM Railgun Technical Information

Type Sniper Rifle
Secondary Function Tripod
Damage per bullet 290
Clip Size 7
Zoom Yes
Shooting Speed 225 in/s
Running Speed 225 in/s

Hackbox

The hackbox is what sets Hackers apart from the other classes. The primary fire of this portable hacking system will secure subsystems and spawn ghost players which will aid in capturing enemy subsystems quickly. The alternate fire will take control of the tripod placed by the hacker which can then be fired, reloaded and detonated remotely.

A properly used hackbox can offer your team a huge advantage when capturing subsystems.

UTF Hackbox Technical Information

Type Portable Computer
Secondary Function Control Tripod and Detonation
Detonation Damage 25
Running Speed 225 in/s

NGM Hackbox Technical Information

Type Portable Computer
Secondary Function Control Tripod and Detonation
Detonation Damage 27
Running Speed 225 in/s

Marine Weapons

Carbine

As soldier the Carbine is an excellent choice of weapon. This weapon is compact, and delivers quite a punch in the hands of an able soldier. The Carbine fires single-shot high-power rounds, and in close quarters it is possible to switch to secondary for a powerful three-round burst. In essence, the Carbine is the perfect weapon for the soldier who favours versatility and precision.

Tactics often used by Carbine soldiers is taking advantage of the range of the weapon to guard large areas like a capital ship hangar, or long open distances like a corridor. In an assault, the carbine is best used for supporting the advancing unit from mid-range where you have time to pick and take down your target while he is occupied with other members in your unit.

In any tactical unit we are sure to employ a soldier with a Carbine, because of the pure precision the weapon has to offer. The role you will fulfill is most often that of supporting your squad from mid-range. A Carbine gunner is also capable of assisting hackers in long-range support by picking off targets from far away, but skilled Carbine users will also find a place in short-range combat where the burst is the key to success if used correctly.

UTF Carbine Technical Information

Type Assault Rifle
Secondary Function Three-round Burst
Damage per bullet 80
Melee Damage 90
Clip Size 30
Zoom Yes
Shooting Speed 130 in/s
Running Speed 180 in/s

NGM Carbine Technical Information

Type Assault Rifle
Secondary Function Three-round Burst
Damage per bullet 80
Melee Damage 90
Clip Size 30
Zoom Yes
Shooting Speed 130 in/s
Running Speed 180 in/s

Tankbuster

The two different variants of the Tankbuster are lightweight anti-vehicle weapons, combined with a very potent automatic rifle. This is standard weaponry in boarding units, offering the perfect balance of offensive power and mobility. A charge from the the built in ion pulse cannon destroys most craft with a single shot, and the automatic rifle can easily hold it's own against other weapons. This weapon is potent in the hands of the soldier who is able to quickly adapt, and instinctively know his place in fierce combat.

As a Tankbuster marine you will easily be able to adapt to different situations. Your place is in the middle of the combat, supporting your teammates and offering covering fire where it's necessary. It is also your job to watch your comrades back's against incoming spacecraft, since you are able to take them down with ease.

The experienced soldier will be able to also use his ion charge effectively in infantry combat, where he will be able to strike a near fatal blow to enemy troops as well as remove their armor, weakening them in battle.

The Tankbuster is the ultimate all round infantry weapon, and should be considered standard equipment to new soldiers and old alike. It is effective in almost all situations. A unit is not complete without a Tankbuster due to the impressive versatility it can offer.

UTF Tankbuster Technical Information

Type Assault Rifle & Anti-Tactical
Secondary Function Ion Pulse Cannon
Damage per bullet 52
Melee Damage 80
Clip Size Prim/Sec 30 / 3
Zoom Yes
Shooting Speed 110 in/s
Running Speed 180 in/s

NGM Tankbuster Technical Information

Type Assault Rifle & Anti-Tactical
Secondary Function Ion Pulse Cannon
Damage per bullet 55
Melee Damage 80
Clip Size Prim/Sec 30 / 3
Zoom Yes
Shooting Speed 110 in/s
Running Speed 180 in/s

Flamethrower (NGM ONLY)

The Flamethrower is the support weapon which only NGM forces have. It fires a stream of searing flames at the enemy, disorienting them and dealing heavy damage over time. It also has the ability to spread napalm on the floor, ignitable by flames or explosions. This can be used to create a 1 way barrier for your team, making the flamethrower a key unit in a squad.

The primary attack for this weapon creates a stream of fire as long as most hallways, quickly incinerating anyone foolish enough to stand in its way. It does however have its limits, and is best suited to ambushes and close quarters. It is a support weapon as it specializes in creating damage over an area, using it's bright flames to blind and disorient its foes and allowing your team to easily clean up the remainder of the enemy troops.

This weapon can also use it's napalm to completely block the enemy off from an area. This can be done by spreading it in front of doorways or simply covering an area and igniting it. Although the flames will not damage your teammates, you will feel the full effect of the inferno if you accidentally step into it. The napalm can also be lit by enemy explosions, so be careful while you are laying it or you may be in for a deadly surprise.

The flamethrower is the ultimate close range support weapon. It can be used to flush enemies out of hiding spots, create barricades, disorient, and weaken the foe making the job for the rest of the team much easier. It will also decimate anything which stands still, and is able to hold its own in smaller battles.

NGM Flamethrower Technical Information

Type Support Weapon
Secondary Function Napalm
Damage per second 18
Clip Size 30
Zoom No
Shooting Speed 130 in/s
Running Speed 180 in/s

Grenade Launcher (UTF ONLY)

This weapon is used only by UTF forces, and is mainly meant for suppression of enemy forces. The grenades explode with a wide radius, and if used by a skilled marine, can reach the enemy behind obstacles and walls. The Grenade Launcher use a 5-round clip of compact, high explosive grenades, and is deadly at all ranges. It is best used in the hands of the soldier who is skilled in dominating terrain, and predicting enemy movement.

The Grenade Launcher is mainly used in one of two roles, the first being mid- to long-range support. The soldier will be able to fire grenades at a position of tactical importance, such as an entrance, in order to suppress enemy forces coming from it and forcing them to hold their ground.

The second role is assisting a squad in a forward position. This is done by firing into rooms, unknown corridors, and clearing a room before the rest of the squad enters. This requires more experience and is left to veterans.

Overall, it is the perfect defensive weapon for taking advantage of choke points in the terrain structure, and working in cohesion with an advancing squad. The gunner should always find the optimal position from which to offer support, and will then be able to hold the enemy off until reinforcements arrive.

UTF Grenade Launcher Technical Information

Type Support Weapon
Secondary Function None
Damage per grenade 80
Clip Size 6
Zoom Yes
Shooting Speed 180 in/s
Running Speed 180 in/s

Heavy Marine Weapons

Machine Gun

As the most straightforward weapon in the Marine's arsenal, the machine gun has excellent stopping power. With a 100 round clip, decent accuracy even at a distance and high caliber rounds, the machine gun is a formidable weapon. You cannot go wrong with this simple and effective weapon.

The machine gun is an excellent weapon for providing covering fire.

UTF Machine Gun Technical Information

Type Support Weapon
Secondary Function None
Damage per bullet 60
Clip Size 100
Zoom No
Shooting Speed 95 in/s
Running Speed 145 in/s

NGM Machine Gun Technical Information

Type Support Weapon
Secondary Function None
Damage per bullet 60
Clip Size 100
Zoom No
Shooting Speed 95 in/s
Running Speed 145 in/s

Ion Cannon

The Ion Cannon was devised as an excellent anti-vehicle weapon. The Ion beam is one of the few weapons which can penetrate the thick armor of tactical ships and damage the sensitive electronics inside. The only downside to maintaining such a powerful beam is that moving the ion cannon too violently will cause the beam to dephase and the cannon to shut down. The alternate fire of the Ion Cannon charges up a pulse of ion energy to varying degrees. These pulses are also effective against vehicles, but are really useful in infantry combat because of their explosive damage.

UTF Ion Cannon Technical Information

Type Anti-Tactical
Secondary Function Ion Pulse
Damage Primary 320 p/s without dephase
Damage per Ion Pulse 200 full charge, 50 at min. charge
Clip Size 200
Zoom Yes
Shooting Speed 145 in/s
Running Speed 145 in/s

NGM Ion Cannon Technical Information

Type Anti-Tactical
Secondary Function Ion Pulse
Damage per Ion Pulse Unknown
Clip Size 200
Zoom Yes
Shooting Speed 145 in/s
Running Speed 145 in/s

General Weapons

Pistol

The pistol is the standard sidearm for every UTF Soldier or NGM Militia. This sidearm is a powerful weapon when your primary weapon ran out of ammo or needs a reload. With a melee it can knock out enemies in close range.

Pistol Technical Information

Type Pistol
Secondary Function None
Damage per bullet 62
Melee Damage 80
Clip Size 16
Zoom No
Shooting Speed 200 in/s
Running Speed 225 in/s

Ships:

Fighters

NGM Fighter

The standard NGM Fighter carries particle cannons and high accuracy short range missile. It receives escort missions, with waypoints on friendly gunships and bombers requiring protection. It's weapons drain energy and when energy is down one of the Brutus Canons will be shut off.

Number of Seats 1
Maximum Cruise-Speed 90 m/s
Maximum Boost-Speed 150 m/s
Hitpoints 550
Shields 300
Energy Pool 160
Energy Rate 30
Primary Weapons 2x Brutus Cannon 1x Lionella Cannon Unlimited Ammo
Primary Range 1080 1000
Secondary Weapons 1x Daedalus Launcher 25 Missiles
Secondary Range 540
Missile Lock Distance 450

UTF Fighter

The UTF Fighter is the most agile UTF ship you will encounter in combat. It is armed with particle primary cannons and short range missiles swarms which are highly accurate. It's weapons drain energy and when energy is down one of the Brutus Canons will be shut off.

Number of Seats 1
Maximum Cruise-Speed 90 m/s
Maximum Boost-Speed 150 m/s
Hitpoints 500
Shields 280
Energy Pool 160
Energy Rate 40
Primary Weapons 2x Brutus Cannon 1x Lionella Cannon Unlimited Ammo
Primary Range 1080 1000
Secondary Weapons 2x Swarm Missile Launcher 90 Missiles
Secondary Range 540
Missile Lock Distance 450

Heavy Fighter

Utilized by both factions, the Heavy Fighter mounts two Flak cannons and an array of particle cannons. The fleet uses this ship as an assault vessel to take down enemy targets like bombers and gunships.

Both NGM and UTF Heavy Fighters are near identical in specifications. Originally engineerded in secret by militia scientists.

Number of Seats 1
Maximum Cruise-Speed 80 m/s
Maximum Boost-Speed 130 m/s
Hitpoints 1000
Shields 450
Energy Pool 200
Energy Rate 30
Primary Weapons 2x Apollo Cannon 1x Heavy Cannon 1000 Bullets
Primary Range 910 996
Secondary Weapons 2x Flak Cannon 60 Bullets
Secondary Range 620

Interceptors

UTF Interceptor

The interceptor was an UTF only ship. It is a long range ship with high speed but low maneuverability. It's weapons are focused on ranged combat at a range of 800 meters or more. The interceptor has two light cannons on the front which are excellent at tearing up the weak armor of fighters and scouts. The secondary fire for this ship fires a Pegasus Missile which are fast and very deadly. These missiles are only truly affective at long range however, and they can lock on at up to 1.4 kilometers. The interceptor is excellent at keeping out of range of deadly fire and dealing massive damage at a distance.

NGM Interceptor

The militia soon got their hands on the design of the UTF Interceptor. This made their version to be exactly the same specification wise, only their exterior design is different.

Number of Seats 1
Maximum Cruise-Speed 120 m/s
Maximum Boost-Speed 150 m/s
Hitpoints 475
Shields 300
Energy Pool 100
Energy Rate 3
Primary Weapons 2x Light Cannon 1000 Bullets
Primary Range 1140
Secondary Weapons 1x Pegasus Launcher 10 Missiles
Secondary Range 2000
Missile Lock Distance 1400

Bombers

Bomber

The bomber is a prime target and requires escorts. Its mission is to destroy enemy corvettes and deal direct damage to the enemy capital ship. When all else fails, you can win battles by bombing a capital ship to oblivion rather than attempting a deadly landing. Bombers can take on an extra passenger as a gunner.

Number of Seats 2
Maximum Cruise-Speed 70 m/s
Maximum Boost-Speed 120 m/s
Hitpoints 800
Shields 1500
Energy Pool 200
Energy Rate 4
Primary Weapons 2x Spray Cannon 1000 Bullets
Primary Range 1140
Secondary Weapon Pilot 1x Ion Cannon 20 Charges
Secondary Weapon Gunner 1x Mine Launcher Charges shared with Sec. Weapon Pilot

Gunships

Gunship

The Gunship is a Troop Transport as well as a mobile gun platform and support ship. Gunships are heavily armored so they can survive a trip to the enemy's hangar. They can carry 6 marines, 5 of which man guns. Friendly ships flying near gunships will also get rearmed.

Number of Seats 6
Maximum Cruise-Speed 70 m/s
Maximum Boost-Speed 120 m/s
Hitpoints 2640
Shields 560
Energy Pool 200
Energy Rate 50
Primary Weapons 5x Gunship Cannon Unlimited Ammo
Primary Range 1080

Download links:

Free download on Steam: http://store.steampowered.com/app/17550/