dingo49

Novice Sniper
Level: 7 - Posts: 90
Joined: Aug 17, 2007 |
yeah like specials or maybe guys that help you shoot down aliens
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ness12

Skilled Captain
Level: 11 - Posts: 117
Joined: Aug 15, 2007 |
it would be cool if you could upgrade your cannons too,
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dingo49

Novice Sniper
Level: 7 - Posts: 90
Joined: Aug 17, 2007 |
im out of suggestions except for this one: You should be able to have a special like in Tanx that destroys every ship if you are in trouble. That was my last thought for now.
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Myth
Administrator
Level: 99 - Posts: 392
Joined: Dec 9, 2006 |
Well, believe me or not, but we already planned a lot of things you guys said, even before we said we're working on part 2.
We know the flaws in the gameplay. So we're also looking for less obvious improvements, like the hotkeys. Anyhow, I'll keep my eye on this topic so maybe one of you gets some genius idea :)
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codemartin

Ignorant Trooper
Level: 5 - Posts: 3
Joined: Aug 16, 2007 |
Forgot to mention something, should be the last idea, (maybe)
how about... a save game system, shouldn't be to difficult to do in flash. Or if you really wanted to be fancy multiple save game files. To go with...
Branching abilities, either you buy ability A that then unlocks ability B and C, and B unlocks D, F but not E, you get the idea. If you have multiple save games you play at the different branches. |
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dingo49

Novice Sniper
Level: 7 - Posts: 90
Joined: Aug 17, 2007 |
yeah it would be cool if i could save instead of starting from the beginning all the time.
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beanz

Weak Soldier
Level: 4 - Posts: 8
Joined: Aug 15, 2007 |
i think that you should design new types of turrets and more spots to put turrets
you should also be able to recruit soldiers or ships to help fight the enemys |
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29cow

Weak Soldier
Level: 4 - Posts: 1
Joined: Aug 24, 2007 |
more control over the fireing and more models of guns and aliens are needed as well as a thicker plot and less repetition |
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moqbotgames

Green Ensign
Level: 3 - Posts: 12
Joined: Aug 21, 2007 |
I have and idea what about the factoery is on the left side of the screen and the ufos come from the right side and you can have soldiers go outside of the base and help shelid it with bariccades and bullets intsead of it coming from the top and the only defense is turets |
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vinnie_n

Pro Captain
Level: 11 - Posts: 160
Joined: Aug 13, 2007 |
yah i think that would be nice.!
like the ships come to the right and they have to get past the turrets to get to the factory!
ya, and you should be able to build little turrets that little guys shoot that cost cheaper than the main 6 big turrets!
you should be able to make extra defence by putting berricades i front of the factory so the ships have to blow up the berricades first to get to the factory!!
this is all what the guy above me said im just makin it more clear, i guess.
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cloud38

Naïve Assassin
Level: 8 - Posts: 87
Joined: Aug 14, 2007 |
haha this game sounds good already
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Demaxaryr

Sluggish Soldier
Level: 4 - Posts: 1
Joined: Aug 31, 2007 |
I think it would be a large improbement to be able to have 2 more fire modes for the turrets: Hard and soft targets. So you won't waste mini nukes on one of those easy saucers while a larger ship is killing your factory.
And for some turrets the ammo usage/damage ratio seems a bit off. That together with the turning speed makes some turrets useless. So maybe some tweaking there?
And ofcourse more types of turrets and enemies are always nice.
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Skeltek

Skilled Assassin
Level: 8 - Posts: 13
Joined: Aug 18, 2007 |
I wrote down my suggestions into the wrong thread, so I´ll copy&paste the original post to this location:
Great game there, I played the first part for a few times now and it rocks.
bugs in part1:
-it crashes sometimes when I break my record = /
-if your nuke gets to 100% and an alien just shot at your base, the base might still die and the game hangs up
-it is a pain. no matter how many guns you got, it takes forever for them to turn from topleft to topright and back again, there is no possibility to intercept aliens if they randomly happen to respawn in unfortunate positions.
-shortcuts missing to switch gunmodi faster.
suggestions for part2:
-to counter the randomness-factor of the respawn-locations a bit, I´d suggest the possibility to assign each gun a certain angle or area which it is supposed to guard only; this way you won´t have all 6 guns waste dozens of ammo on topleft enemy while the enemy to the far right of the screen remains unharmed.
-shortcuts to switch gunmodi faster
-possibility of assigning a repair-job(it should be totaly inefficient, repairing very slowly). This way you are not prevented of upgrading HP-maximum if the factory gets damaged 1%.
-possibility to upgrade gun accuracy, HP maximum and armor-sturdyness and maybe other stuff.
-Formula for ammunitionproduction should be made exponential in comparison to workers assigned:
Ammoproductionspeed:=(workerammount)*(1.10)^(workerammount)
-Formula for Nukeproductionspeed=sqrt(workerammount) or something like that.
Since I don´t know exactly what the Invasion part2 will exactly be designed like, it´s somehow pointless to make improvementsuggestions, but I hope a few ideas are usefull.
kind regards, Skeltek
and here something I´d like to add to the old post:
In the game like it it now, you just assign as many workers to ammunition as is needed for resupplying, all additional workers may be put into nukeproduction.
This argument of mine though is completely foolish ^^
in the beginning of the game, ANY worker not assigned to nukeproduction will increase the time in which you can accumulate kills/points.
Basicaly it´s like:
first 10 levels: put ALL workers into ammoproduction.
lvl 10-12: when factory startes getting too much damage or your reproduction is lower than usage, just switch workers to nukeproduction before your factoryHP/ammo run out.
past lvl 12: all workers into nukeproduction, hope your stock holds out as long as possible.
summed up:
there is no benefit in finding the right balance/weighting between ammoproduction and nukeproduction, just powering all workers into nukeproduction when it´s almost too late will always do the job; no need to distribute the workers balanced from the start when you can redistribute without penalties any time you like anyway...
Just a maybe slghtly weird comparison:
Ít´s like you driving one hour with 100 km/h,
while your friend is lazy for 50 minutes and finishes the route within 10 minutes driving 600 km/h without any disadvantages like increased fuelconsumption or stuff like that.
That´s why I believe that producing twice as fast should at least take 4 times the amount of workers.
greets, Skel |
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ness12

Skilled Captain
Level: 11 - Posts: 117
Joined: Aug 15, 2007 |
how did you write all that?
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Skeltek

Skilled Assassin
Level: 8 - Posts: 13
Joined: Aug 18, 2007 |
ness12 said:how did you write all that?
make good posts, not many ^^ |
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