Exogate Initiative

Exogate Initiative

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ShakataGaNai Apr 21, 2023 @ 9:14am
Doors and other invasion thoughts.
I am sure it's planned already, but I'd love to see more to the alien invasions in the base. For example, right now doors do nothing. Once the aliens breach, the gateroom, they A* directly to the generators, no matter what. Beyond more defensive options, it would be cool if you could use doors for something other than decorations. For example, have the ability to lock them down, or have the option to upgrade to heavier-duty doors.

The aliens should also try to do more than just directly destroy the generators every time. If you wall them off from the generators, they go right through the mountain at a rate of speed faster than the construction bots. Which is impressive, but a little bit broken. Perhaps they could have some sort of secondary objective, or have self-destruct/bomb that causes a lot of damage... etc.
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Showing 1-6 of 6 comments
carboneater Apr 21, 2023 @ 3:14pm 
I admit, I fully expected the doors to block the invasions, at least for a time.

But there needs to be some further defenses available, both automated defenses and all non-soldiers take part in the defense as well.

It makes no sense for most of the crew to stand idly by whilst theyr'e being attacked...
I don't expect them to deal as much damage as soldiers, but they should pitch it, as it stands, I keep losing because my soldiers get knocked...
Originally posted by carboneater:
I admit, I fully expected the doors to block the invasions, at least for a time.

Fun story, the doors did in our testing period and they even offered the ability to be locked strategically, but it proved to be too taxing on the game and had to be removed. We are working on adding that feature back in, as well as expanding on the invasion mechanics.
DNLH Apr 24, 2023 @ 1:18am 
To be honest, I'm less interested in doors blocking the way and more interested in some form of barricade that would pop out of the floor (to allow normal commute) during red alert, allowing Soldiers to shoot over it while Invaders try to dismantle it. Late game with 7+ Invaders even if I got them all busy with my 10 Soldiers one or two would always squeeze through and I'd lose a generator or two that way.

Glad to hear that's something you're looking into, tho :steamthumbsup:
Last edited by DNLH; Apr 24, 2023 @ 1:18am
Ultimoron Apr 24, 2023 @ 10:20am 
Originally posted by DNLH:
To be honest, I'm less interested in doors blocking the way and more interested in some form of barricade that would pop out of the floor (to allow normal commute) during red alert

Oh i like that Idea.
Its a bit annoying that Invaders Keep stacking and Stacking.
Its just Feels like a Hiden Time Constrait.
I cant just Stack Soldiers... Financially....
DNLH Apr 24, 2023 @ 10:35am 
It is a bit of a timer, but completing the story stops the invasions. I like it, base defense needs some love, but overall it gives a nice sense of urgency, you need to focus on finding the ore for the Patcher and then put together sound team for the visit to their homeworld.

The issue is the game economy and that needs to be balanced out. If Squarbs arrived when players attained relative financial stability, it would be a powerful moment as it should be, we were doing fine, visiting strange planets, making friends and wham! All of sudden invaders. But with cash situation as it is right now it just becomes 'another thing', another problem in a sea of problems we try to juggle, and it takes a lot of steam out of really cool story bit, unfortunately.
tynian87116 Apr 24, 2023 @ 9:48pm 
I found a workaround while we're waiting for them to reincorporate locking doors.

make a small generator room with a lot of tier 1 generators, then, when you can (as early as possible) upgrade to level 2 generators (for many many reasons), once you do that, build a separate bigger room behind the small room with the few tier 1 generators. For me, the first room with the tier 1 generators held 8 generators, then, I left one block layer up as walls like any other added on room, and cleared enough area for 10 or so tier 2 generators.

When a raid is about to start, build a tier 1 generator on the other side of the door to the tier 2 generator room as a "lock" and then, go through and fill the first generator room with as many tier 1 generators as is possible. Let the attack happen; the invasion force will fixate on killing the decoy tier 1 generators while your soldiers walk up behind them and shoot them to hell. Then, after the raid is done either sell the extra tier 1's, or move them around so that the bots can get to the actual generator room to maintain them.
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Date Posted: Apr 21, 2023 @ 9:14am
Posts: 6