Silica
Mage4 May 6, 2023 @ 8:44am
Ideas and suggestions
Feel free to repost items you see with your own wording in this thread or elsewhere!

The more variant wording of the same thing will help confirm the idea's existence.

Having multiple variations of the same idea will aid in reinforcing its presence and ensuring a thorough understanding among the community.

The following compilation aims to assist with idea generation and is not intended as a demand. It is based on my experiences as a bio commander during several sessions. It's important to note that what constitutes a "good" session seems to be around 15-20 minutes in the early game when both teams are aggressively rushing. Sessions lasting 21+ minutes are considered "late game" from my perspective. Some ideas may not immediately make sense upon initial reading, so please feel free to ask for an expanded description if needed or desired for a specific item, and I'll be happy to provide further details. Additionally, I want to emphasize that anything I post on this forum is not claimed as my own idea but rather belongs to anyone who wishes to use it. Lastly, please pardon any formatting issues as I am currently using my phone.

Bug Team Item: Nodes and subsequent evolutions.

• Small Node - This node serves as a resource-only point and provides a small amount of healing juice.

• Tubed Node - The tubed node allows small units to traverse through it and also provides a small amount of healing juice.

• Medium Node - This node facilitates medium unit traversal, offers a small amount of healing juice, and serves as a bio input (not for storage).

• Large Node - The large node enables medium traversals, provides large-scale healing, and emits a passive area-of-effect healing fog.

• Worm Node - This boss-grade late-game node is camouflaged and allows large units to traverse through it. It has the ability to emerge its head within a 49-meter radius, revealing 5 turrets in its mouth. The fog emitted by this node is acidic to humans. Its weak points are the node itself and its mouth. Additionally, it possesses a slow-moving but instant kill slam attack.

Please let me know if you need any further elaboration or if you have any questions about these nodes.


Bug Team Items: Turret Nodes and Subsequent Evolutions

• Turret Node - This basic turret node fires spikes as its primary form of attack.

• Burrowed Turret Node - The burrowed turret node has the ability to pop up from hiding to launch its attacks, adding an element of surprise to its offensive capabilities.

• Hardened Turret Node - The hardened turret node is equipped with additional armor, making it more resilient to damage and harder to destroy.

• Scabbed Turret Node - The scabbed turret node not only shoots faster but also emits a glowing effect, potentially intimidating opponents with its increased rate of fire.

• Spire Turret Node - The spire turret node takes a hidden spring like posture and rises to three times its original height. From this elevated position, it unleashes large projectiles, providing an extended range and a more impactful attack.

Bug Team Item: Turret Node and Subsequent Evolutions

• Hive Turret - This turret node deploys and sends out flies as its primary form of attack, swarming and overwhelming its targets.

• Gaseous Hive Turret - The gaseous hive turret not only releases flies but also adds an acid gas area-of-effect (AOE) effect to its attacks, damaging enemies within its vicinity.

• Sunken Hive Turret - The sunken hive turret inflates to reveal itself and rapidly launches attacks, providing a quick and aggressive assault against targets.

• Scabbed Hive Turret - The scabbed hive turret incorporates slapping tendrils and scabbard armor plates into its structure, increasing its offensive capabilities and enhancing its defensive resilience.

• Spire Hive Turret - The spire hive turret takes on a towering form, rising three times its original height. It utilizes tentacles to throw or whip a ball containing four counts of flies and gas, which explodes upon impact with the ground. This attack possesses extreme armor-piercing abilities, making it highly effective against heavily fortified targets.

Bug Team Item: Bio Node and Subsequent Evolutions

• Bio Node - The bio node functions as a resource storage unit, allowing for the accumulation and storage of bio resources.

• Scabbed Bio Node - The scabbed bio node enhances its defenses by adding scab armor, providing increased resilience against attacks.

• Air Feeder Bio Node - The air feeder bio node incorporates tall feather tendrils that gracefully wave in the air. This not only adds an aesthetic aspect but also contributes to generating additional bio income for the bug team.

Upon evolving the node to the scabbed bio node, other evolution paths become available within the building's personal menu.

• Bio Crystalline Chewers Node - This evolution enables the storage of crystal resources, expanding the capabilities of the bio node to accommodate a new type of resource.

Additional evolution paths will be posted as the singular dev includes new resources in the game.


Cortex Node's Evolution for Late Game

One of the potential evolutions for the Cortex Node in the late game is the Memory Evolution. This evolution empowers the Cortex Node to enable building que planning per hive. With this evolution, the player gains the ability to strategically plan the construction of node-type buildings. The player can pre-place the next node type building that would be within the range of the yet-to-be-reached build area.

However, if the relevant nests that have the building queue are attacked, the planning is forgotten, and the construction process proceeds with completing the last building that was in progress before the attack occurred.

Cortex Node's Evolution for Mid Game

During the mid game, the Cortex Node has the potential to evolve into Concentration Nodes. These nodes specialize in speeding up the unit growth time for buildings within their short area-of-effect (AOE) range. For example, if a large unit normally takes one minute to grow, with a Concentration Node nearby, it would take only 45 seconds. It's important to note that the effects of multiple Concentration Nodes do not stack. Placing multiple nodes around a single building would not further accelerate the growth process. However, doing so could make it more challenging for the human team to disable the quickened growth effect.

The Concentration Node itself takes the form of a tall Spire with a balloon-like top and a dangling eye stalk that looks downward. This unique appearance makes it easily targeted by the human faction once spotted. The intention behind this design is to force players who min-max their strategies to carefully plan their methods near defensible locations somewhat of psychological element. The weak and vulnerable nature of the Concentration Node encourages players to consider strategic placement and defense to protect this valuable asset.

UI/UX Items

Here are some UI/UX suggestions to enhance the user experience in the game:

• Line Between Nodes: Display a visible line on the map for the commander, indicating which nodes are within range of each other. This feature assists in planning routes, especially when considering the node tunnels mentioned earlier in the text.

• Color Differentiation: Use distinct colors to differentiate between structures, AI-controlled units, and player units. This visual distinction helps players easily identify and understand the different elements on the battlefield.

• Togglable Player Name Icons: Implement togglable icons that display player names above their respective units. This feature allows players to quickly identify their allies and opponents during gameplay.

• Info Bar for First-Person Players: For players in first-person mode, provide a toggleable info bar that displays the commander's orders. By default, this info bar can be enabled to ensure important instructions are conveyed clearly. However, players have the option to toggle it off if they find constant orders to be distracting or annoying.

• Transparency Toggle: Include a transparency toggle for the text chat background. This feature allows players to adjust the transparency level of the chat box, providing customization options that suit their visual preferences. And larger chat window when esc menu is open.

• Starting Spot Selection: Prior to the match starting, allow players to choose a starting spot for the commander within a limited random sector on the map. This adds an element of strategy as players consider the advantages and disadvantages of different starting locations.

• Random Radiated Zone Modifier: Implement a random radiated zone modifier at the start of the match. This modifier affects a specific area on the map and provides unique benefits and challenges. However, only late-game upgrades can potentially negate or reduce the negative effects of the radiated zone.

• Upgrades for Radiated Zone: Introduce specific upgrades that players can acquire throughout the game to mitigate the negative effects of the radiated zone. For example, the human team could obtain "Baltirium-plating" upgrades that offer protection against radiation, while the bug team could acquire "Crystalline-fused-skin" upgrades that provide resistance.

• Increased Resource Output in Radiated Zone: Within the radiated zone, provide a significant boost to resource output, such as a 3x increase. This encourages players to strategically control and utilize the radiated zone while also adding an incentive for teams to invest in upgrades to mitigate the negative effects.

Human Team Item: Rino APC Unit

Rino APC (Armored Personnel Carrier) unit for the human team. Here are its key features:

• Medium Armor: The Rino APC boasts medium armor, providing a balance between protection and mobility.

• Driver-Controlled Turret: Equipped with a HMG turret controlled by the driver.

• Healing Ability: When deployed, the Rino APC has the ability to heal nearby infantry units. This promoting synergy.

• Forward Folding Armor: The Rino APC is equipped with a unique defense mechanism inspired by the armor of a kimono dragon. When the APC comes into contact with a projectile that is supposed to cause area-of-effect (AOE) damage, its forward folding armor when already active, negates the AOE damage. However, if the Rino APC is driven into an AOE emission, the AOE damage becomes effective again.

• Infantry Healing Proximity: Players have the option to jump on top of the Rino APC and benefit from its healing capabilities. Being in close proximity to the unit allows infantry units to receive healing, creating opportunities for coordinated pushes and mobile healing support amongst FPS players.

Map: Terrain Features

Universal terrain features that may or may not show up on the map:

• Specialized Zone: unique opportunity for both the human and bug commanders. If the human commander captures it and has the highest tech level, they can construct a large sky-touching tower that reveals a large radius on the map. This provides valuable strategic information and visibility to aid in planning and coordination. On the other hand, if the bug commander captures the zone and reaches the highest tech level, they can spawn a large worm-like unit. This powerful unit can serve as a formidable force, but it requires significant resource investment, the amount of resource would end game amounts. It's appearance would be intended for sessions lasting more than 1 hour.

• Crater with Smoldering Asteroid Chunk: This less common terrain feature offers distinct advantages depending on which faction captures it. If captured by humans, it provides a hefty steady resource income, enabling them to sustain their operations and fund their strategies effectively. Alternatively, if the bugs capture it, an armored nest spawns, accompanied by four small weakened air unit production nodes on the asteroid itself. These production nodes offer discounted prices for the bug team, facilitating the deployment of air units in their assaults. Assuming each size of air unit bugs will be needing their own spawn node.

Refinery and Human Team Harvester Upgrades

• Refinery Design: Change the Human Harvester station from a gantry to a pad for the vehicle. This modification prevents the Harvester from getting stuck indefinitely and ensures smoother operation and movement.

• Upgraded Refinery: An upgraded refinery introduces a new unloading mechanism for the Harvesters. The Harvesters now need to back up into the refinery to unload their resources, which triggers an animation from the refinery to the Harvester. This upgrade doubles the income generated from all Harvesters that utilize this particular refinery, boosting resource production for the human team.

Harvester Upgrades: The Human Harvester various upgrades, depending on the tech level reached:

• Climb Speed Upgrade: Enhances the Harvester's climbing speed, allowing it to navigate difficult terrain more efficiently.

• Cruise Speed Upgrade: Increases the Harvester's cruising speed, enabling faster resource gathering and transportation.

• Turret Rail Gun Upgrade: Upgrades the top turret of the Harvester to a small rail gun, providing additional offensive capabilities against enemy threats.

• MHG Turret Upgrades: Adds MHG (Medium Heavy Gatling) turrets on the left and right sides of the Harvester, improving its defensive capabilities and firepower.

• Unit Healing: The Harvester gains the ability to provide healing for units that are inside it, and for air vehicles that land on it.

• Electrified AOE Damage: With this upgrade, the Harvester generates electrified AOE damage when it is not moving or actively harvesting, providing a defensive deterrent to nearby enemies.

These refinements and upgrades offer increased functionality, flexibility, and combat effectiveness for the Human Harvester and the associated refinery.

Enhancements for Human Players

Here are some suggested enhancements for human players in the game:

• Roof Access for Buildings: Allow human players to access the roofs of their placed buildings. This can be achieved through different means such as incorporating jump pads, teleportation devices, or stairs built into the structures. Roof access provides strategic advantages, improved vantage points, and alternative routes for players to navigate and engage in combat. Maybe all of it, psychological satiated.

• Commanding Building Turret Systems: Enable human players to command the turret systems of their buildings from a control room. This control room can be a dedicated area within the building where players can assume a first-person perspective.

• Vision Modes: Implement different vision modes that can be accessed by holding the vision button. These modes can include night vision, thermal vision, shaded vision, or outlined vision. The availability of these vision modes can be tied to the tech level unlocked by the commander. Each vision mode provides diffrent range advantages, allowing players to adapt to different environments like dust storms or solar blinding.

Map Feature: Rolling Fog

• rolling fog: follows a circular path, gradually moving across the map from one point to another. It could hold altitude or hug the ground. It might effect how air units may interact if the fog was set to be at flight height. Might also be used to obscure obersevation related units or buildings.

Vehicle Locomotion Methods and Upgrades

Here I'm thinking that maybe if each vehicle right now would have their main weapon separated from the platform its using so that humans players can be more unique with their planning, with hopefully it being balanced regardless of what they pick. Along the same lines of a tank that shoots 100 times a minute causing 100 damage and a tank shooting 4 times a minute causing 100 damage. If that makes sence

• Wheels: fastest option but also the most bouncy. Offer high mobility and speed, allowing players to traverse the terrain quickly. However, the bouncy nature of the wheels can affect stability, making it harder to aim accurately while on the move.

• Treads: treads provide constant impact damage to anything they touch while moving. They excel at reaching cruising speed quickly and offer good traction on various terrains.

• Light Hover: most stable firing platforms, providing a steady aiming platform for players. However, they move like they are constantly on ice, making them more difficult to control. The bottom of the vehicle emits AOE heat damage, providing a defensive mechanism against nearby enemies. First-person players controlling light hover vehicles need to constantly monitor their position and adjust their movements to maintain control. The turret is slightly raised to allow more intense angles of aiming.

• Heavy Hover: Heavy hover vehicles hover at a higher altitude and cannot be jumped on by enemies. Their weak point is located on the bottom, making it a vulnerable spot for attacks. Similar to light hover vehicles, the bottom of the vehicle emits AOE heat damage. The engines of heavy hover vehicles are always glowing, serving as a visual indicator of their speed and presence.

• Sand Crawler Treads: Sand crawler treads provide the slowest movement speed but offer immunity to emerging worm nodes. They prevent worm nodes from emerging below them, providing a defensive advantage against such threats. However, sand crawler treads can be sensed by medium bugs and higher from a medium distance, regardless of the terrain they are on. This locomotion method would only be available for the final set of unlocked vehicles.

Additionally, there is a suggestion for a unique vehicle type whilst knowing the influence is closer to dune than renegade:

• Walker Legs: Walker legs enable tall standing units with laser-type weaponry mounted at the top beside the viewport. These vehicles provide a "fire and hide" gameplay mechanic, allowing players to use terrain to their advantage by utilizing cover and line-of-sight tactics. Walker legs offer speeds similar to treads and have a weak point at their back, where large artistic heatsink items would be glowing. Players controlling walker leg vehicles need to be mindful of their positioning and use strategic movement to minimize their vulnerability.

I am absolutely coming back to this one, I have no idea what the centauri faction theme is going be.

Human Team Radar Building and Upgrades

• Radar 0:

• Radar 1: enhances the radar's capabilities, enabling longer-range teleportation. It allows players to teleport to distant locations within the map.

• Radar 2: With this upgrade, the radar building gains increased height and additional turrets. It also introduces the ability for players to possess NPC Tanks within the line of sight while standing on the building.

• Radar 3: Upon reaching Radar 3, players can ascend to the top floor of the radar building. From there, they can look out the windows and press a designated key (e.g., 'E') to teleport to a specific location within range. This feature allows for precise and rapid repositioning, granting strategic advantages during combat. Additionally, players can teleport directly to bunkers or other human buildings of the same team.

• Radar 4: The final upgrade for the radar building provides constant reveal of nodes within its immediate range. Radar 4 also reinforces the building with additional armor, enhancing its defensive capabilities against attacks.

Radar 4 unlocks the structure called the Mass Teleporter. This large building takes inspiration from Dune's windtrap buildings in terms of its stylization. The Mass Teleporter enables the commander to send units into the structure, allowing them to immediately exit from another structure of the same type.
The Bugs can try to prevent the Humans from utilizing forward bunker locations, while the Humans can strategically deploy the teleporter to shorten travel distances. The bugs can't go through, they explode into giblets.

Human items

• Loadout Purchases: Human players should have the ability to buy loadouts at any building. Each specific building can offer a stronger variant of the loadout, providing players with more powerful weapons or equipment.

• Factory Access: Human players can visit the corresponding factory to see the available items they can build or purchase for personal use. They can use their own in-game currency or request items from the Human commander.

• Scope and Iron Sights Toggle: First-person Human players should have the option to toggle between using a scope or iron sights on their weapons. This allows players to adapt their aiming style to different combat situations and personal preferences.

• Charged Shot Mechanism: A unique feature for Human players could be the ability to charge up a shot and unleash it with increased impact. This charged shot can utilize either all the ammo or a percentage (e.g., half) of the ammo in a single, powerful attack. This adds a strategic element to gameplay, where players must decide when to use their charged shots for maximum effect. Maybe only effecting the commando type units.

• Rocket Launcher Upgrades: The Human FPS player's rocket launcher could undergo various upgrades to enhance its capabilities. These upgrades can include a guided feature, allowing players to guide the rockets manually for improved accuracy. Another upgrade can introduce plasma high-yield explosives, increasing the rocket launcher's destructive power, sort of the same vibe as the plasma tank round seen in halo. These upgrades can be tied to the availability of a heavy factory and reaching Radar Level 3.

• Late Game Rocket Launcher Upgrade: In the late game, Human players can unlock a powerful rocket launcher upgrade known as the Hellfire. This upgrade can provide massive area-of-effect (AOE) damage, making it particularly effective against human infantry and light to medium bugs. The Hellfire upgrade can further emphasize the late-game power of Human players and create a sense of dominance, especially when paired with Radar Level 3. The fire grouping would be tighter than what is already seen in the heavy hover tank's alt fire.

I'm also keeping in mind air units that might exist. And resources that might exist, but I need to see something of its initial deployment into the game before I can think ideas of things that might pair well with it, the gas aoe attacks on the Spire like items are supposed to mimick eventual flak like damages. Haven't had much playtime as human commander yet, groups in discord together seem to work super fast reaching the final tech.

Human Team Harvester Gameplay and Maintenance

• Mechanical Interference: Harvesters can encounter mechanical issues caused by the Bug team's actions, such as gumming up their machinery. When a Harvester is affected, it becomes temporarily disabled and unable to continue harvesting resources.

• Scout Repair: To resolve mechanical issues, a Scout class player can be assigned to handle the repairs. The Scout can interact with the Harvester and use their unique abilities or tools to fix the mechanical problems quickly keeping the fps players on their toes.

• Self-Cleaning Mechanism: Alternatively, Harvesters can have a self-cleaning mechanism that activates when mechanical issues occur after 3 minutes. Which is a very long time afaik with what I seen so far.

Default Gear for Human Classes

• Human Scouts: Unlimited grapple or jump boosters can be provided to Scouts. This enables them to easily traverse obstacles such as hills, buildings, or other elevated structures. The unlimited usage ensures Scouts have the necessary mobility to fulfill their scouting role effectively. Player controled units would be very effective and quick to engage in action.

• Human Commandos: Equipped with glide boosters, allowing them to traverse distances quickly and efficiently. These boosters enable Commandos to glide through the low altitude air, similar to the first evolution of dedicated flying units of the Bug team.
Last edited by Mage4; May 10, 2023 @ 12:03am
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Showing 1-10 of 10 comments
Mage4 May 6, 2023 @ 9:54pm 
Alien Scabbed Upgradable Prerequisites

• 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.
Last edited by Mage4; May 11, 2023 @ 3:01am
Mage4 May 7, 2023 @ 8:17am 
Human
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.
Last edited by Mage4; May 7, 2023 @ 10:27am
Mage4 May 7, 2023 @ 11:16pm 
hot keys for commander that makes groups like ALT+1 through ALT+9 to make squads and the number by itself will select group. holding down the number moves the commander to the viewing location. works on NPC groups or players.

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.
Last edited by Mage4; May 8, 2023 @ 2:20am
Mage4 May 8, 2023 @ 8:41pm 
Horns honks sqeaks squaks.
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
Zim May 9, 2023 @ 2:30am 
The additional hot key for commander and fps player is really a good idea, it will help a lot!
Spes May 9, 2023 @ 5:46am 
Hello Vultarian! I would love the ability to have a aiming zoom in for the tanks!
Dont_Shoot May 9, 2023 @ 9:29am 
Echoing some of the above - but
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 :)
gremling2014 May 10, 2023 @ 12:35pm 
Silica ideas/bugs

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.
Last edited by gremling2014; May 11, 2023 @ 2:16am
Mage4 May 13, 2023 @ 10:18am 
Originally posted by Dont_Shoot:
the ferrying is definitely gona have an impact, especially if maps are eventually going to potentially be constructed by other players on steam workshop or other site, maybe similar to armaholic.

Originally posted by Spes:
hi makkan :se: another name change eh.

Originally posted by gremling2014:
good notes :steamthumbsup: the counter tech to for human v human is definitely going to be interesting when worked on maybe eventually

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.


Last edited by Mage4; May 13, 2023 @ 10:57pm
Mage4 May 15, 2023 @ 4:32pm 
Queen unit ability - grab and throw medium units far distance like a sling shot.
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Date Posted: May 6, 2023 @ 8:44am
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