[quote who="Dracohouston" reply="2" id="3559594"] Supporting 4 players would also open up the possibility of 4 player coop (imagine the crazy encounters you could make to challenge 12 servos at once!) [/quote] Oh dear lord; the carnage. Please toss that on the wish list for after the game is released!
Matrix_GD
[quote who="Ekko_Tek" reply="4" id="3559804"] I hope nothing like that gets added. Players should not get advantages over others just because they have played for longer. That's the kind of thing guaranteed to kill a game hoping to have any MP community. Better off just rebalancing any crazy weapons or parts that are OP. Parts should ideally all be sidegrades that offer different playstyles and combos - not just straight up better or more powerful so that playtime hand
speaking of dropship level, I haven't seen anywhere where it shows how much xp is needed to get to the next lvl, or how much you have currently of that lvl. Am I missing that info somewhere or is it not yet (or not going to be) implemented? Also, is there any plans for the future of adding bonus abilities or stats or something at certain dropship levels? Like maybe a bonus to scrap or credits on mission/scenario completion? Or perhaps a bonus to dr
Another weird idea! (Man, I'm full of it today... not saying what "it" is though...) There are 5 to 8 temples scattered throughout the map; holding each temple spawns a small group of 3 or 4 bloom-spawn (from that temple) every minute or two that then attacks the nearest enemy unit or building. The game would become a rush to capture the temples, hold them, and deal with the resulting waves from the temples you didn't make it to in time.&n
Had another scenario thought: ________________________________________________________________________________ | ________
When you look at ideas and/or layouts for new maps, what is your process? Like what sort of goals or guidelines do you set for each map? Like the Creep Rock City map, awesome idea to buying the bloom-spawn. What was the design process for that map?
I like it, it won't be a long enough warning to move your troops out of the way, thus causing undo frustration where you can't land any special abilities, but it would give your opponent just long enough to say "oh SH--"!! lol
Servo is the kind of game that has a lot of potential for some really gnarly game types. So I thought I'd make a post to see what ideas we could come up with to make an already great game (even in alpha!) even better. Making a bunch of new scenario types probably isn't a big priority for the developers right now, but that doesn't mean we can't come up with some ideas and hash them out while they're working on other things! On that note...
When I said consumables I meant more along the lines of something you chose before a battle, as opposed to something that is used as an "oh crap!" button in the heat of combat (I always forget to use those anyway). Like something you would hit if you knew you would be fighting a tough pvp opponent. I was just throwing out ideas and seeing what others could come up with; see if we could think of something cool that the developers hadn't thought of that would im
Was wondering what the current ideas that were floating around for other uses for credits (other than loot chests). I thought it would be kind of cool if you could purchase either permanent upgrades or 1 scenario "boosts" for buildings or units. Like damage or health for turrets, health or a shield for the dropship, or maybe resource boosts for refineries. Have ranks of them and have them locked until certain levels. What do all of you think? A
What are the current plans for when there are more than 3 servos available? As in, do we select which 3 servos will be active before the match? Or will all servos be available and you have to choose which 3 you want as you get another available in the scenario itself?
I am having flashbacks of Everquest: Item links so large that they drop below the screen and you can't read the descriptions of the procs lol. But ya I agree about the numbers, though you do show nice descriptions already for the abilities. Perhaps for the two options (more detail, less detail) have, say: More : - (if you have one) - <Sp
That could be interesting, especially when drones get beefed up a little bit. Right now the only real choice would be "do I bring my servo back a little sooner or save for a servo weapon/armor upgrade?" When drones are up the choices branch out to building more drones, upgrading them, etc... One thing that could be interesting: Have the spawn timers for servos start the moment the servo dies, for all servos at once. Yet have the timers on a 3 or 4 mi
something related to this: how do you think it would effect things making it when two or more servos die at once, you choose which to respawn first? Say instead of having separate timers for each servo (that cannot count down at the same time), you have a general timer that, when its up, you choose which servo to respawn? I can see how this would add to bandwidth on the player, but at the same time... Everyone has a favorite, or better geared servo.
I had an idea about how drones could be beefed up, or even personalized... though it would probably mean a lot of work to the UI that I'm not sure would be an option. My though was to allow you to customize your 4 drone choices in a similar way to the servos, but in a lesser manner. say they get 1 armor slot and 1 weapon type. That way you could diversify your army to your play-style, instead of just your servos. I would say no abilities though, th