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MARSHalMELLOW

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MARSHalMELLOW last won the day on March 25 2023

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  1. Integrate it with news updates, drastic governing decision changes as evidence of infiltration.
  2. Some throwables are a little too unbalanced. C4 close risky placement should offer more reward for the risk. demo charge could be replaced with a 4x1 launcher this could offer Armour shredding, heavy single target damage through armour, aoe armour damage and environment destruction.. H.E.V.Y. = unreliable grenade, Mortar could be interesting as a replacement under the HEVY name, Smoke, Flares, Nerve agents, Explosives. Sniper = precision LMG = Suppression Shotgun = TU cost Assault rifle = Versatile Baton = Stunner Grenades = Awesome Pistols = backup
  3. Aliens also have plasma weapons, the option to complete a fly over to reveal some detail of the map. a skilled pilot taking no damage, a fresh pilot could be downed and a rescue mission comes up. it could also lower detection chance when moving around the world map. higher skill pilots flying lower. Should Pilots fall under staff too, like the Scientists, soldiers and Engineers is the Question, with hiring options.
  4. Who says other nations wouldn't attempt to secure the alien tech, waiting for you to clear the aliens first, even with cleaner influences. It could be a post release expansion, to introduce new weapons. An interesting mechanic could be trust of other nations for using the video recordings of cleaners in action from specific nations and authorities to gain a bigger boost in these nations to rout the Cleaners with enough opposition from within the nation.
  5. adding an option for vision modes, early night vision and thermal vision with some enemies having counters to some. Night vision provides black and white extended view with no health bars Thermal vision reducing visual range, but highlighting 50% further range for Thermally illuminated targets in line of sight.
  6. Colourblind modes/ custom colouring for the HUD. Random Starting base building opacity (walls Translucent or opaque cut away)
  7. Could each base get floors? complexity with adjacency bonuses with lifts for aircraft and storage, Aircraft deployment speed balanced with protection from bombardments. building under existing floors may start requiring alien materials and tech to excavate faster. Cheap surface Hangars, vulnerable to attack, faster access to a runway. The current aircraft carrier lift systems can be built, with limited planes that can be stored. Adding pilots as a human resource, just like soldiers, scientists and engineers. More effective training grounds on the surface, that could make training soldiers vulnerable, with an alarm system upgrade. (Starship troopers Style) AAA guns, could act as early Defensive weapons, Missile and torpedo tech they are upgraded like the aircraft. An upgrade allows you to bunker them. Base Defence variant of air-to-air combat. Choosing when to fire missiles and ships to target. with unique ICBM for specifically big targets. Retractable AAA guns, adjacent to aircraft elevators ambushing aliens that breach the hangar. Playstyles, Open surface Base = Aggressive (cheaper maintenance, build costs reduced and responsive to radar detected ships). Bunker base, with little surface footprint, reduced alien detection, More evasive playstyle. improving chances in late game against bigger ships.
  8. is it difficult to try the stun gun, that allows repeated shock after a hit without requiring shooting again. as long as the target remains in the 6 tile range. Stun weapons should add some suppression.
  9. Inventory Wise: At half of the length of the depicted sniper rifles 2x5 inventory space, it should take up 1x4 inventory slots at most and is consumable like a grenade. Weight 10. Damage Wise: Deal 25 Thermal, 25 kinetic Damage to the impact Tile, half to Adjacent tiles.
  10. Will the Molle and tactical equipment pouches be directly interactable. For example: Putting Steel plates in the backpack makes sense vs being shot in the back, but slotting it into the soldiers plate carrier, with the top edge visible just covering the orange tag. Each standard Class having specialised carriers for their kit: Snipers having a Pistol holder on the leg, reducing TU for switching weapons. Grenadiers having a grenade belt, reducing TU for throwing grenades. Assault Having their Knife or Stun Baton in one pistol holster slot a C4 in the other, for reduced TU to use it. Heavy, Gaining Exo legs, adding a flat carry cap bonus, add Pneumatic piston melee(Researchable). Riflemen, their Medical kit in one pistol holster slot.
  11. C4 vs Demo charge. Currently Demo Charge = space; 2x2, weight; 5, grenade range C4 = 2x3, 15 and 1 tile range I would reduce C4 to 1x2 blocks each with their weight reduced to 5 each too. more compact due to precise placement on a specific tile. Going one further: Creating a demolitions Class; Using the capability of either single 1x2 C4 to breach specific access points at one tile range. Thrown C4, consuming 2(1x2) C4 at a greater range, still less than Frag, stun and smoke grenades.
  12. Is it just me that found this game, I would love to see that game also get to release, very similar to this, By one Man initially... http://www.xforce-online.de/index.php
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