- Joined
- Jan 11, 2009
- Messages
- 3,414
Suggestion Time!
1: What about the ability to upgrade existing units? Like you could upgrade your ranger unit to marines or something.
2: More units. Who hates more units? Like not only anti air ground unit or siege air unit but special units like vikings from SC2. The core idea is that the player wont be limited with those siege ground vechiles or anti air planes and all those stuff, but with more ''special'' units.
3: More gadgets for agents. How about Orbital Strikes, Turrets or maybe even Cthuhu Lures lol.
4: Increase the range of zombie lures. I want to start a zombie outbreak in S. America and put a lure in N. America to lure zombies.
Great! New units are coming. I haven't added them yet simply because it is easier for me to create the basic systems if i start with a simple tech tree. It is also easier for me to balance the game if there aren't too many units to start with - and once they are balanced i can add more to the mix.
Do you have any other good ideas for units to upgrade? My original vision for this project was to simulate how the politics of weapon trade works in the world today - where countries have expensive projects for developing new weapons, and then selling or licensing them to other countries. Anything that fits into that will be good, even better if they could fill a unique role. Far-out ideas like stuff you'd see in C&C games are also welcome.
More gadgets are also coming - first off will be the dirty bomb. I want to keep agent items to stuff of reconaissanse or sabotage, and all-out weapons seem like something more fitting for special ops-soldiers. Cthulhu lures would be easy to make, but also kinda ruin the surprise, and not make much sense (as if Cthulhu were some kind of moth attracted to a light!). Something i will need ideas for is how to make Special Ops forces unique - i want to add abilities to them which doesn't require too much micro-management (so no grenade spells etc). One idea i had was that the Brazilian special ops, who are famed for their divers, would be able to travel on water, on scooters, or with those grab-on minisub-thingies that spec-ops units sometimes use.
The main reason for the limit of the zombie lure range is that it improves performance. Also it is unlikely that a zombie would be drawn to a lure that is on a different continent. What you can do though is leave a "candy trail", and progressively lure them towards the enemy. Should i make the life time of the lure shorter? That would make it easier to make these trails.
Thank you for your ideas!