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a333

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Everything posted by a333

  1. Jean-Luc, sir, but the thing's purprose is to make the game release on Steam, not just release elsewhere (Steam helps a lot, though)?
  2. Wow, almost forgot about this. Off to Greenlight! Your findings surprised me, in a good way. Sang-Froid and Stardew looks especially promising. And a Knightwasher. With a lance. I've got nothing better to add, sadly. May be only a Receiver. (Roguelike fps, controls resemble a JP:Trespasser.) Sadly, flagman of the Wolfire, Overgrowth, isn't on Greenlight yet.
  3. What can be altered by the tile status? Let's think about it. The cover quality - best when the tiles intact. Can be compromised and nullified through damaging the tile. Basic reason for the destruction, side by side with the moving shortcuts. Visual change is the simplest, but can be surprisingly effective, like the stomped grass. Then we have visibility, which works the common way (Destroy the wall - see the space behind it), but can be inverted. Like the ballistic glass bank windows, which may lower or block visibility when damaged. Last, but not least - special effects like explosions, poison/smoke clouds. Not sure if some script sequences like the destroy generator - get building blackout are possible, though. Did i miss some properties? Also, if buildings can collapse, then they could be used to set up traps. May be bombs in the key points, or something like sensor grenades. I'm even think that it's more logical to be done by aliens, say sebillian soldiers. Because what else can you do being in a crash site waiting for the enemies to arrive?
  4. I'm particularly interested in how the two components of the player's progress (tech progress and soldier development) each and combined would affect the late game balance. Would it be critical to lose veteran on higher difficulties, or we are going to operate with the replaceable cannon fodder?
  5. Will be glad to help. Ready for a thorough tactical testing.
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