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• Crystal Resource Usage: Scabbed upgradable would require the use of crystal resources.
• Crystal Centipede Unit: Unlocking the Scabbed upgrades could be tied to reaching a specific level of evolution for the Cortex, which would also unlock the Centipede unit.
Human Baltiruim Plating Upgrade
• Tech Building Requirement: To utilize the Baltiruim Plating upgrade, the Human team would need to have a tech building within the range of the building responsible for unit production. This tech building would allow units to spawn with additional armor hit points (HP).
This additional armor HP would provide increased durability against the Bug team's gas area-of-effect (AOE) attack upgrades.
• Out-of-Range Units: If a building producing units is not within the range of a tech building, the spawned units would not benefit from the Baltiruim Plating upgrade. They would spawn with their normal HP values, without the additional armor HP provided by the upgrade.
Aerial Resource Units for High Mountain Zones - Bug team.
• Big Bat Harvester Unit: This unit resembles a large bat but lacks offensive capabilities and can only harvest. It primarily serves as a starting point for evolution. To evolve this unit, it can consume a bug team shrimp unit
• Big Belly Bat Harvester Unit: Through evolution, the big bat-like unit can develop a larger belly and acquire the ability to swoop down at human infantry units. This evolved unit utilizes its increased size and agility to deliver swooping attacks. It can consume several bug team shrimp units to fuel its growth and evolution.
• Balloon Bat Harvester Unit: The evolution of the Belly Harvester sees it transform into a balloon-like creature after flopping on its back belly up floating into the air with dangling manipulators or whips jolting out from beneath it with what apears to be remnants of the shrimp bugs heads. It inverts its wings, which now have sharp stabbing tendrils. This unit holds position in a high altitude in the cloud levels when not harvesting. Tge speed of its altitud changes is ment to be surprising fast and scary like a jumpscare, in the perspective of a fps player. This unit's defensive capabilities can strike with high-damage attacks against human team drones that approach too closely and slowly insta kill medium armored, at a slow rate.
In addition to the giant worm unit mentioned in earlier text, it's intended that the massive worm takes so much time, it would already be 40+ minutes into the session, AND the building option for the worm would be called "The Makkan" or "the chosen one"
//un refined text after this point//
Aerial Harvester units for - human team:
• Flat drone with a box bellow it with two engines
• Chinook like drone with 4 engines and multiple boxes and a gun turret, landing struts allways down.
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After this post I have only then seen the post with the aircraft model.
Forward silo building - particular type of giant or large Harvester can dump resources of particular type into the silo. To be picked up by a particular unit in the future catalog of available units , drone probably. To bring the resources into the refinery of a particular type.
Human refinery, refinery itself upgrades into specific refinery for spesific resource. Then further upgrades via proxy to particular buildings that might boost income to enable processing of already specialized resource into endgame or boss grade resource for special unit or special upgrade.
Playfield itself.
Resource nodes toggle on map\session creation. Enable or disable specific nodes or all nodes to have regenerating resources at a low rate or high rate. Along with a toggle that Removes resource nodes from map to plentiful to scarce at random/curated sections on map or a percent change on how much income the resources bring. Might Enable gameplay method changes per session. Might force more aggressive scouting.
Human infantry, late game special gear via tech building in range of gear spawner. A shield that mitigates aoe damage input from sources, never completely. A siege plasma aoe hit brings unit from the 100% to 50%hp potentially.
Bio unit
Some kind of late game large unit that's bigger than most of the units that takes a while to grow in its own type of spawned structure. The bug would have the singular ability to just lob a massive ball of green goop that dose massive aoe over time damage regardless of direct hit. Countered by human baltirium plating upgrades.
Bio unit
Princess drone, expensive, stays in cocoon, large as nest buildings,
Cortex evolution Sunken growths, some applicable buildings would start in a Sunken state/position, this hide them from auto detection and shortens the range needed for proximity detection by other factions. Yet if hit by weapons it negates the auto hidden. So npcs see the building and engage it as they would normally when in range.
hot key for fps players to make way-points on their own map, that the commander can also see as un intrusive holo dots.
hot key for commander that let commander snap back to a designated viewing location on the map, might want to keep the number of available go-to' location down to 2 or just one, as to control in someway how fast the commander can actually respond to things.
ability to have units bind to a player from the commander's order. 'follow this thing' order. doubles as a chase the enemy button.
way-point function for NPCs. maybe FPS players too, but that might be asking too much for FPS players.
on map screen for FPS players, they see a list of active orders, a small X would be beside the order, the FPS player can click the button to remove the order and its relevant icons. this would also let the player remove way-point orders.
map item, flora in specific high altitudes or brine/swamp like situations, maybe attached to the untranslatable terrain mentioned in post above.
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server listings shows how long server has been running the current map
server listing scroll bar to be wider
terrain, mountain ridge area, some rebuilt to emphasise bugs being able to use it to hide, a sub ridge thats slightly depressed into the ridge,
some kind of modifire on ridges that enables human scouts to be able to hide from large bug's npc auto fire/attack and avoid large bug mouth attacks,
particualr ridges that are built to be able to take on turrets , as advantage point, with some kind of pathing to the turret advantage point that humans can use to get to it without being exposed, to the turret in question , kinda of a rule of cool type thing.
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host migration , kinda severe need , or at least a save function of some kind.
Something the player doing fps can unlock during a session with resources they got on their own. that are separated from the harvesters income.
Default already unlocked noises would basic beep beeps and beep-beeps.
Unlocked in session stuff would be lion roars and fog horns. Electronic rumbler horns and falcon scream.
Maybe the basic crab could make a cat noise idk
Hotkeys Alt+1 for groups of people/nodes,
Hotkeys alt+F1 for locations H = home,
Way points,
Basically copy Command & Conquer.
As the commander the ability to select and jump into any available person/vehicle would be great, teleportation is too clunky.
Infantry - from the map the ability to select an open vehicle and call it over to you would help with the walking sim.
prone/crouch!
Air transport than can shift people around the map when called in from base!
This would definitely enable you to jump into the action a faster. its a big map and can be really annoying when you have to walk for 2hrs :)
I hope the development keeps going as this has the potential to be a really good game!.
keep up the good work..
And make sure us early access peeps get some in game swag :)
Bugs:
* Noticed a bug where the commander doesn’t get a notification when trying to upgrade to the next tech tier but is blocked by a unit.
* Noticed a bug when the FPS player got into a vehicle and the commander could see that player’s FPS version’s icon left where they got into the vehicle.
* Some pathing or AI improvements to allow AI to readjust to keep line of sight with their targets. (I like to load infantry onto my structures when i noticed this.)
* Noticed the Badlands map was really hard to see on in FPS mode as the lightning caused a temporary flash that either allowed the players to with regular vision or to become blinded with night vision on. Not sure if thats a bug or as intended.
* Allow commanders to click on the map and keep their unit selection. (I believe this is a bug)
* Some pathing to help prevent unit collisions with other objects and friendly units. My harvester pushed a hover tank and ran over my rail gun tank. The rail gun tank got stuck underneath it for about 10 minutes. Also noticed a heavy quad run into another heavy quad and push it sideways. There’s more examples but pathing collision definitely seems to be at the heart of this bug.
Commander Features:
* Allow commanders to order units to follow other units (or FPS players) and auto attack enemies while following the specified unit.
* Allow commanders to better specify their orders to AI units and to players.
* Commanders need a way to build a base closer to the enemy or a way to move their troops more quickly.
* Allow commanders to deconstruct/recycle structures for a partial refund based on how much HP was left. If it gets destroyed before its fully deconstructed then it could forfeit the return.
* Allow commanders a way to repair structures (maybe an engineer) and vehicles (maybe a repair bay). For aliens this could easily be achieved through regeneration.
* Allow upgrades to the aliens that allow faster regeneration.
FPS Players:
* FPS players need a way to see allies and enemies when they use the teleport although this should preferably be locked behind a radar tech.
* Add functionality for the FPS players when they go into buildings that can allow them to purchase vehicles on their own.
* Add some destructible turrets to structures and allow upgrades to structures to allow some basic defenses. Maybe allow them to be manned as well.
* Add some sort of infiltration/sabotage mechanic or potentially a way to infest structures in FPS mode. May need to add some more interior to the structures.
* Add 3 new classes (1 for each faction). Saboteur, everything built from this structure comes out at half health. Infiltrator, disables the infiltrated structure temporarily. Infestor, infests a structure to allow special aliens to be produced from it (even if only temporarily). These special aliens could be an infested form of the humans or some small pests that harass the commander. Possibly limit these classes to the FPS.
* Some minor side objectives for the FPS players that give them slight advantages could help them to have a faster paced game beginning.
* Allow multiple seats in vehicles for FPS players (preferably that they can shoot from). My cousin and I used a heavy quad with one of us being rocket infantry to launch rockets out of the bed of the truck. If the commanders can load units into these types of vehicles I feel like that would give even more versatility.
* Custom load outs. Maybe the FPS players must purchase the equipment they want such as: a primary weapon, a secondary weapon, a grenade (or equipment), a special equipment pieces (detonation packs, night vision, heat vision, etc.), and suit capabilities (enhanced mobility, enhanced armor, stealth). An alternative would be to use a system similar to “Starcraft 2” with the “Nova” campaign where the player chooses a load out before the match.
* Signature vehicles. These would be a fully customized vehicle for the FPS player that would be limited by their resources and the commanders tech level based off of what they designed. They should have to pick a chassis style (light, medium, heavy), a main gun, mobility style (wheels, hover, treads), and a special feature. The special feature could be a secondary weapon, stealth tech (possibly just a radar dampener), extra armor, a turbo boost, etc. They should be able to put decals on it or customize its color in some way.
*Maybe have the FPS humans gain a separate currency from their commander so they can buy more of their own stuff without thwarting their commander.
* Add a biological currency for the FPS alien to evolve and become stronger. (Maybe something unique and customized) The alien could be required to go to their commander’s structures for different evolutions.
* Add upgrades available to FPS players to purchase upgrades from the research station.
* Add more permanent markers to FPS mode to mark which friendly structures are which and where they are at a glance.
* Add a leveling system (either progression that only lasts each session or permanent progression) that allows the FPS players to becomes more powerful in small increments. A few suggestions for what a player could improve as they level up could include: movement speed bonus, HP bonus, damage bonus, attack speed bonus, clip capacity, etc. This could be very specific such as the upgrades being for a specific weapon or vehicle or they could be fairly general such as all infantry weapons or all vehicles. The bonus should be small per level (or per invested point if levels give leveling points) but add up to be fairly significant if the player focuses on 1 or 2 categories. The bonus could be as small as 1% increase and probably have a limit of 50% or 100% total increase to a single attribute. The level points could be in a general pool or divided between vehicle points and infantry points. The levels could alternatively be used to unlock custom gear for the FPS players and/or special upgrades for the commanders.
World/General:
* Add some life to the world. This could be done by adding independent alien colonies that are extremely limited in capabilities along with outlaw camps that are also limited in their capabilities. If the infested idea is used, it could lead to bands of infested occasionally wandering the map aimlessly. “Warcraft 3” for example does a pretty good job at filing their maps and giving them life.
*Unique tech/resource structures that must be captured would be a nice addition too (not just the bunkers).
*Server searches/filters would be great as well as being able to create player groups to go from server to server with.
* Would like a way to add teams to arena mode.
-Edit
Also Mage4 has a lot of good ideas that I definitely think sound fun but may be overpowered and would definitely need some fine tune balancing and making sure that the bugs remain as hidden as they currently are so they do not lose the essence of what makes them so fun to command.
hi makkan
good notes
I'm going to be duplicating this post / thread on the discord that silica team has set up.
Till I get to the tower computer to format the stuff correctly. Still adding things here.
Missle truck
- firing delay, truck must be stopped for 1.5 seconds before firing, via holding the fire button, the animation would just be two legs in the back slapping the ground. For the non standard trucks.
Type of missles
- standard, medium aoe, nominal multiple racks, fast fire rate.
- high yield, large aoe, 2 racks, high arc animation, bright flare like, slow missle, slower fire rate.
- chemical, small aoe, high damage, nominal ammo count, animation reference "hydra rocket pod", high price.
- thermal, very wide aoe, lower ammo count, javlin type animation. High price.
Each would have a counter by the Bug team via a evolution.