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Community Suggestions
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Better walking, MO-MO collisions, physics, etc.
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Better map design - longer and maybe higher maps. Maybe solved partly by more non-wrapping maps?
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Make the pacing of the game slower and more strategic, through for example increasing arrival times, making gold gathering slower, making units more expensive, making maps bigger and slower to traverse etc. Need to avoid early game being boring if things are slowed down though, probably through buildup of some sort like in RTS'.
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Better designed bunkers with better vertical protection. Partly solved by stronger materials and tougher doors. Useful point for auto-generated bunkers if that happens. Possibly make it so special 1-use bunker breaching tools are required and/or so bunkers can be easily repaired after a breach.
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Add an option to repair modules that have been destroyed in edit mode, with cost proportional to how much is left of them.
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Module removal in activity edit mode, at least for modules placed during this opening of edit mode.
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Fix cloud parallax issues
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Improve controller control scheme, triangle should be reload and clicking thumbsticks should swap weapons
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Add electricity and stuff. I've been planning this one for ages and have a separate proposal on a lot of this to put together sometime.
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Add limited ammo with various ways to regain it. Bunker systems at base, portable ammo boxes that can be used or dropped in, etc. Probably best to only have a couple of different ammo types, normal, special and maybe energy (the last would work well if we have base power systems).
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Better crouching/cover. Improve scene modules for shooting out of, maybe make heavy guns stabilize when crouched/in a good firing position. If limited ammo happens, allow these firing positions to provide unlimited ammo.
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Make terrain generally tougher and harder to penetrate.
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Make terrain have shrapnel/small gibs from its damage. Gravity could also be relevant. This may be difficult or impossible but it sure would be cool.
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Allow materials to slow down projectiles while still being easily penetrated - e.g. water/sand.
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Potentially play with the idea of different experiences caused by controlling actors through disembodiment. This may be tough to do well, beyond something like night vision. One easier thing might be to have different actors that control more significantly differently - different gaits and movement speeds and movement feels.
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Remove jetpacking from most actors, keeping it only for assault and specialist actors. Also revamp jetpacking so there are different modes - the normal style of jetpacking, Dawn of War style targeted jetpacking for browncoats, antigravity floating for techion, etc.
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Add large, expensive, significant defensive emplacements which can be very tough to destroy normally, but will often have some sort of weak point that can be exploited (and safeguarded by the defenders). Relatedly, effective artillery would be nice as a way of getting past these.
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Improve how brain hunt works - make the AI actually have to figure out roughly where your brain is (assuming FOW) before being able to hunt for it.
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Maybe add AI cores that can handle strategic gameplay for you for when you wanna rambo/squad it up. They would follow some player set guidelines about when and where to mass troops and possibly general goals to accomplish. This is something I'd thought about bringing up before and I think it's interesting, it'll need a lot more fleshing out to be able to say much about though.
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Improve aerial combat and AA interdiction. A general idea for this is as follows: make it so AA equipment generates a threat zone for craft that their AI will generally try to avoid. Somehow craft should be able/willing to move into this threat zone, but it has to be a risk. Additionally, crafts should be very tough to non-AA fire (even an RPG will just damage them so they have to retreat much of the time) but a significant investment, acting as an expensive gatekeeper to how many troops one can use at a time. Additionally, craft debris should be mostly background so heat-seeking dropship engines aren't as ridiculous. I would suggest that AA drones keep limited ammo because they're portable, but there should be a bunker system/non portable version that can be built that will essentially limit aircraft in its threat zone until it is destroyed. HALO drops and stuff would become interesting tactics to try to deal with these issues. This ties in with the above point of large defensive emplacements.
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Add AI boxes, a separate unit that menages the AI of your troops. They would have a limited range, and possibly a cap on how many units they can operate at once. Any units outside of their range (or your main brain's range) would be negatively affected - either their AI would cease to function, or it would be very slow/bad. Another possibility is that squads would only work within AI box/brain range. To build on this, some special units could function autonomously, as mentioned in concept art. Additionally or alternatively, we could add a unit limit and have these increase that limit.
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Lessen the power of bullet hoses. Maybe make smgs have less range and ars fire slower? Maybe make smg caliber ammo less penetrative so it has to hit flesh to do damage? Maybe make it so low caliber weapons will do weaker wounds than heavier caliber weapons (different levels of wounds) - this one should be handled by entrance/exit wounds probably. Maybe make it so you can only stack a limited number of actors in an area? Maybe take a cue from RTS' and give you more to spend your money on than amassing units, like advanced bunker systems (artillery, long range teleporters, etc.) - I think this should generally be done, or make advanced units and weapons more effective? Maybe this is improved by other stuff that encourages smaller and/or more specialized squads?