Modular Combat is a role-playing shooter based in the Half-Life universe, that has been out since 2008.
The Resistance, Combine, and Aperture Science are testing the HEV Mark VI Combat System. Combatants face off against each other, and monsters, in the Controlled Combat Testing Facility, which is monitored by a super-computer known as BoSS.
There are dozens of modules that can be upgraded at any level, in any combination. Modules give combatants amazing abilities such as flying, teleporting, spawning minions, and shooting flechettes or energy balls. Basically, if you want to kill something in a special way...
We have a module for that.
Modular Combat is fast paced and very chaotic. Combat difficulty is greatly influenced by the size and design of the current map as well as the skill of the other players.
When you kill other players or monsters, you gain EXP. When you gain enough EXP, you gain a level. Each time you gain a level you get 2 points
Each consecutive level requires more and more EXP to reach.
In order to balance things, modules use something called AUX power. When you run out of AUX power, you can't use anymore modules until it has recharged. Some modules take a lot of AUX power while others take a little. But there are passive AUX modules which increase battery storage capacity...
Kill streaks occur when any player kills a certain number of players in a row (without dying).
5 Kills: A message displays in the center of every players screen telling them about your kill streak and your player model begins to fade to red every few seconds (glow is visible when you are cloaked).
25 Kills: A message displays in the center of every players screen telling them about your kill streak, your player model begins to glow red (glow is visible when you are cloaked) AND all other players are put onto one team (they can't do damage to each other), they can only do damage to you!
When you first spawn (or respawn), you are temporarily invulnerable for 5 seconds. When you fire your weapon, spawn protection is disabled.