Alien siege weapons

Request new features or present your ideas.
User avatar
Gireen
Graphic Designer
Posts: 220
Joined: Wed Mar 07, 2012 1:26 pm UTC
Location: Germany
Contact:

Alien siege weapons

Postby Gireen » Mon Nov 02, 2020 2:14 pm UTC

It is a regular problem for aliens that human bases are not easy to attack, especially when humans are camping inside.

One idea is to add an alien building that attacks or weakens human base defense. It could be something like creep growing into the enemy base or small bots that continuously start suicide attacks and keep defensive structures occupied.

This would give aliens for one a reason and reward to build a forward base. Humans get a reason to leave there base and lets them fight aliens without the need to cross the whole map.

Depending on how efficient this would work human defense could also become stronger by default.
fear ma engrish :granger:
User avatar
illwieckz
Project Head
Posts: 532
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
Contact:

Re: Alien siege weapons

Postby illwieckz » Tue Nov 03, 2020 1:02 am UTC

or small bots that continuously start suicide attacks


That looks good, a bit like the hive mechanics but as a siege buildable. Making those small bots walking to make it different from the hive would be good, but we still don't know how to make bots wallwalk (and navmeshes are not produced for walls).
This comment is licensed under cc ​​by 4 and antecedent.
User avatar
Gireen
Graphic Designer
Posts: 220
Joined: Wed Mar 07, 2012 1:26 pm UTC
Location: Germany
Contact:

Re: Alien siege weapons

Postby Gireen » Mon Nov 09, 2020 9:38 pm UTC

Oh that matches good in the insect theme if its a anthill.

Would wall walking be necessary for this? Human buildings are placed on the floor. And if they are higher placed the "ants" could jump the last part to the buildings.
fear ma engrish :granger:
User avatar
illwieckz
Project Head
Posts: 532
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
Contact:

Re: Alien siege weapons

Postby illwieckz » Tue Nov 10, 2020 1:35 am UTC

Oh yes if they move by jumping like fleas, it solves hard-to-reach buiildable problems… And if a buildable is absolutely unreachable, then we would have to praise the builder skills. The anthill is a nice idea.
This comment is licensed under cc ​​by 4 and antecedent.
freem
Mantis
Posts: 91
Joined: Mon Feb 11, 2013 1:02 pm UTC

Re: Alien siege weapons

Postby freem » Sat Feb 06, 2021 8:51 pm UTC

A simple "siege" weapon would be a building which acts like a leech, except with:

* a lot broader range
* have a cost
* affect both teams

Would be used to drain enemy's BPs, and thus, disable defenses if humans choosed to turtle
User avatar
killing time
Programmer
Posts: 104
Joined: Wed Jul 04, 2012 7:55 am UTC

Re: Alien siege weapons

Postby killing time » Mon Mar 22, 2021 6:02 am UTC

For the record, drills/leeches already affect enemy team mining structures in the same way that they affect their own team's.

The maximum penalty to a mining structure from proximity to one other mining structure is -50% (if they are in the same place). It can be harder to notice the effect of an enemy structure, because if you build a mining structure right next to one of your own you get a -100% penalty (because it applies to both structures), while if you build next to an enemy one you only see -50%.
freem
Mantis
Posts: 91
Joined: Mon Feb 11, 2013 1:02 pm UTC

Re: Alien siege weapons

Postby freem » Sat Apr 17, 2021 8:37 pm UTC

killing time wrote:For the record, drills/leeches already affect enemy team mining structures in the same way that they affect their own team's.

The maximum penalty to a mining structure from proximity to one other mining structure is -50% (if they are in the same place). It can be harder to notice the effect of an enemy structure, because if you build a mining structure right next to one of your own you get a -100% penalty (because it applies to both structures), while if you build next to an enemy one you only see -50%.


I'd say that this mean, miners don't affect enemy team the same way they affect you're team, since it's only a 50% there. Maybe having it somehow pushed at 100% would be interesting?
User avatar
Gireen
Graphic Designer
Posts: 220
Joined: Wed Mar 07, 2012 1:26 pm UTC
Location: Germany
Contact:

Re: Alien siege weapons

Postby Gireen » Sat Apr 17, 2021 9:53 pm UTC

No the effect is everywhere the same. But if both teams are affected its split to 50% for each team.

I tried this tactic a few times and it indeed works quiet well against a turtlebase. Aliens can disable human bases with leech spam. :grin:
The problem with this would be that its not possible to see if this kind of "attack" happens.
We could maybe visualize somehow that a minder is affected negatively by enemys.
fear ma engrish :granger:
freem
Mantis
Posts: 91
Joined: Mon Feb 11, 2013 1:02 pm UTC

Re: Alien siege weapons

Postby freem » Sun Apr 18, 2021 5:27 pm UTC

Spam is nice, but... It feels like the gameplay is not built around this possibility. Also, I have no idea of how and when buildings start to be disabled. That information would be precious to see if that can be used to add stuff more oriented toward that idea of sieges.

Gireen wrote:We could maybe visualize somehow that a minder is affected negatively by enemys.


Yes, but I fail to see how? Have the miner showing it's status to all players? Have some visual clue, like having animations which are going faster when there's a lot to mine? The later would need more "remarkable" animations though.

Return to “Ideas & Suggestions”

Who is online

Users browsing this forum: No registered users and 3 guests