Jump to content

playable advent mod: details, feedback


davidlallen

Recommended Posts

Could you "translate" just the Berserker gameplay principles and yelling effects into a true HULK (incl-3d model with "Muscles" & green flesh) for me -- if possible?!

Link to comment
Share on other sites

  • Replies 446
  • Created
  • Last Reply

Top Posters In This Topic

I think that you should have a threshold, where, rather than all aliens being able to rank up to colonel, aliens have a starting rank based on their species.

 

I'm interested in hearing from players who have used these troops in their campaigns. While they do start as the lowest rank, they should level up at one per mission because the mission XP is pretty high. If they are underpowered at the beginning, what you suggest is a good possibility.

 

 

Could you "translate" just the Berserker gameplay principles and yelling effects into a true HULK

 

I'd love that. I don't know the first thing about 3D graphics and I don't think the other people on *this* team do either.

Link to comment
Share on other sites

First off, let me just say: This mod is AMAZING. You guys have done an awesome job, and I am so excited to see this as it goes forward.

 

A few things:

 

Maybe we can improve the "lore" write-ups of these projects; what do you think?

 

Perhaps instead of "cloning", the Proving Ground project represents sending a team to capture an existing one, and then reprogramming the chip in their heads? (It would of course all occur "off camera") Instead of needing corpses, perhaps it costs Intel (to locate a likely isolated target). Just a thought.

 

Also, I was wondering about the possibilities of customizing our alien units. Like, custom colors and the like. Is that "in the cards", so to speak?

Link to comment
Share on other sites

 

 

Current skill tree is not good. Maybe give us option to select from several skills instead of one?

Please see the detailed proposal in post #2 of this thread. This is not released yet, but it is the current developer version. We look forward to any feedback on this proposal.

 

 

Also, we should be able to equip pcs to aliens.

I haven't tried that yet. From the lore standpoint, does this make sense?

Link to comment
Share on other sites

 

Current skill tree is not good. Maybe give us option to select from several skills instead of one?

Please see the detailed proposal in post #2 of this thread. This is not released yet, but it is the current developer version. We look forward to any feedback on this proposal.

 

 

Also, we should be able to equip pcs to aliens.

I haven't tried that yet. From the lore standpoint, does this make sense?

 

 

Developer skill tree looks good with one exception, chryssalids don't have any dodge stat. About pcs, yes it makes sense since we get them from aliens (so actually aliens were using them) if I am not mistaken.

Link to comment
Share on other sites

Do you think Chyrssalid should have dodge, or defense, or both? I am trying to make each class different, and viper has dodge.

 

I'd make them glass cannons. Since they can't take advantage of cover, and they're melee-only, they need a focus.

 

I'd say they should have low health and/or defense, with their main stats being Damage and Mobility. They stay in your BACK lines (which sounds counter-intuitive for a melee unit), and when you've located your enemy, they come just barreling out of the backfield for massive surprise single-target damage, with poison.

 

Also, if not already planned, they should have Burrow. While burrowed, they are invisible, but move very slowly (as they tunnel under the ground).

 

Implacable would be fantastic as well, allowing them to retreat after a successful kill.

 

Basically, the main role of a Chryssalid should be, "SURPRISE! Here comes a face full of talons! OH GOD PLEASE DON'T KILL ME."

Link to comment
Share on other sites

Good suggestion on massive surprise single target damage. That is certainly what the enemy Chryssalids do to my team. I will have to investigate more about cocoons; probably they should only be allowed on certain enemies (eg, not mecs, and probably not andromedons).

 

I'm not sure how useful burrow would be for a player on our existing missions. This is more useful for static defenses. "Hm, let me burrow one of my six team members underground here, in case the enemy comes by." Even the missions we get to defend a resource still start off with spending a lot of time running to get there.

 

Any suggestions for a Chryssalid ability tree, apart from Implacable which everybody also wants? Including new ability suggestions which we can implement. I was thinking of having no inherent stat progression, but making each level-up choose between two stats to improve. Or, choose between like "+2 HP +1 Armor" and "+2 Mobility".

Link to comment
Share on other sites

Hm. I think giving them bonus Health or Armor would be a mistake. They should be trying to avoid damage, not soak it.

 

They're melee focused, so give them some tools to survive that mad dash at the enemy. The ability to ignore at least one Overwatch per turn (or possibly just gain a +X Defense against reaction fire). Increased Mobility is of course an option (possibly at multiple stages), as is Dodge and Defense.

 

Offensively, they should gain the ability to add a standard Poison effect to their attacks (like Venom Rounds). Perhaps even a Rupture effect? Perhaps a bonus to Hit% or Damage if they used a full dash?

 

Instead of a traditional Burrow, how about "Tunneling Terror". 4-turn cooldown. Target an enemy within dashing range (but can be outside vision). The Lid burrows down, and then pops up next to the enemy, with a massive bonus to Critical Chance. (This also has the bonus of basically being a "teleport", skipping Overwatch altogether)

Edited by Maclimes
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...