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    posted a message on [Release] Stranded On Krydon

    Add more objectives into the game, and extend the waves longer so it makes more sense for it to feel like "actual days" has gone by.

    Like, have 3 waves of tier 1 zergs, then a boss wave of tier 1 zergs.
    Then tier 2 zergs kicks in.

    This expands the time of the game and the difficulty so the mid game ultras comes by much later.

    This maybe alter the game so players have to explore even more often, because you can simply find the right spot and barricade and build the right things, and win within 30 minutes.

    Posted in: Project Workplace
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    posted a message on [Release] Stranded On Krydon

    I think the missile salvo needs a range boost, and change it's function so you can "target" one area for it to fire in, so when the zergs walks into it, it'll fire fast aoe damage in that area, should use a small amount of energy for each rocket.

    This means you change it from seeker missile to some sort of rocket barrage.

    It IS an artillery, so make it's range conditional but useful... Like it can only fire at a direction you assign it to, and only when the fog of war is lifted for that area...

    Or, you could just increase the max range by 3, and add a minimum range of 4... I don't see it being used often other than spamming it to kill off a ton of zergs.

    We might need a few new bonus structures for barricading, maybe a gate or something in the lines of a supply depot that goes down every time a unit walks nearby, or manually controlled?

    It would be nice if barriers can be built on slopes...

    Posted in: Project Workplace
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    posted a message on [Release] Stranded On Krydon

    It needs a difficulty mode, that affects:

    - The time between waves [ Easy = 15 minutes | Normal = 10 minutes | Hard = 10 minutes ]
    - The health and strength of zerg units [ Easy = 50% hp and damage of zerg units | Normal = 100% | Hard = 125% ]
    - Resources gained [ Easy = 12 | Normal = 10 | Hard = 8 ]

    A inventory for picking up tools can be a useful addition to the game:
    - Magnetic Claw - Allows the SCV to grab a item that is out of range, range of 5, uses 40 energy.
    - Battery Pack - Increases the SCV's max energy by 20. Stacks with other batteries in the inventory.
    - Energized Reactor - Increases the speed of the SCV by 1. Does not stack. Costs 4 energy per second to use.
    - Emergency Kit - Automatically Revives the SCV when downed, grants 3 seconds of invulnerability, and repairs the SCV to 25% health. Rare.
    - Reinforced Drill - Allows the SCV to gather 5 additional minerals, grants +5 melee damage on light units. Can't Stack
    - Reinforced Plating - Gives the SCV a armor buff of 3, increases health by 25. Can't Stack

    The catch is that a SCV can only hold 4 items. A downed SCV that dies will drop the items around it.
    Magnetic Claw and Energized Reactor will give the SCV a ability to use. The rest are passive.

    Barriers are very obsolete when you can't get better variants of them, it might be a good idea to be able to upgrade them to "Spiked" barriers that deals damage to melee attacking enemies, and has a slightly higher health and armor.

    Vehicles are required in this game, I noticed that whilst the Terran colony was immensely powerful, the lack of technology can be confusing.

    Posted in: Project Workplace
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