This time, I don’t lose.
SPOILER ALERT: YOU DON’T LOSE.
Wow, just wow!
While the visual progress is already kinda cool, i really appreciate all the thoughts about things ‘under the hood’:
Mechanics like blobs crawling on shield, wether or not shrads should penetrate shields, and spores as shield breakers.
This is what makes your games so good. Screw graphics, they’ll age and you get used to them – but this core of gameplay…
having 3 different types of fabs IMO isnt better or worse than any of the previous ideas shown, but getting spark from emitters is definitely an improvement and something I suggest keeping
do the shields require any upkeep to keep running? and can plain creeper disable them?
the red creeper didnt seem to flow in any way that made sense to me (which can be a good or bad thing). was it just that any creeper that flowed over the thingy became corrupted and never went back? would it be possible to make a map where ALL the creeper gets corrupted? can creeper spawn corrupted?
and lastly, all the creeper disappearing at the end was awesome to watch.
Love it Virgil! Looking forward to another great game!
Drones should be slower when carrying cargo, but it’s just an idea 🙂
I like the new fab system, except for the multiple kinds of fab. (there only needs to be one kind, the rest is clutter)
Is there currently any use (other than repairing things) for resistium/fluxygen?
How can much enemy variation (within a type) can there be currently? Can you change the number of shards enemies produce on death, or change airsac bubble production rate? (suggestion, could you make an airsac variant that throws shards?)
I noticed the blobs being a different color; both their behavior, and you talking suggest that these target towers, not emitters. Is this a blob variant, or did you just change the behavior? (I like the blob economy, maybe change)
Is there other ideas/plans for “powerzone towers” that support creeper, but turn into powerzones on dry land? Maybe something that “charges up” amount or creeper/number of weak enemies to spawn, then releases its payload as soon as it’s on land, and returns to dormancy (becoming a powerzone). It would have to have a delay after being immersed before it reawakens and starts charging up again, otherwise, it would become completely impregnable.
Is it planned to have multiple kinds of win condition? I like the totems, but would also like the satisfaction of capping everything in a map, or the thrill (by that I mean sheer panic) of scrambling for escape pods.
Story wise this game looks like it is going to be after CW1 but before CW2 where we had anti-creeper but not fully functional nullifiers that totally destroy emitters. But also if the mission is completed that thing appears and removes all creeper and prevent all emitters on the map from emitting anything.
It is good to have you back, Commander!
On a more serious note, the idea of contested map doodads is interesting: the materials spawning blobs when submerged (or at least, they used to), crystal towers aiding either side in different ways, totems giving a military advantage as a shield (nice to see shields again, by the way!).
The Livery assault you had to do does raise the question: are air units high on the priority list? Any idea if they will be planes like CW3 or a hovering drone? I also noticed the shadow from the livery drone, which was a nice touch.
Finally, the idea that anti-creeper is effective against fortified creeper, and fortified creeper in general, is reminiscent of digitalis. However, fortified creeper seems like more of an offensive tool, given that it flows instead of following a set path.
I can’t say I’m a fan of the large number of factory resources. Resource types and infrastructure act as a form of gating mechanism, so that some items can be available while others are not. If there are limited resources to harness, the tech direction becomes a difficult and strategic choice. But the problem is that many of those resources are all derived from energy, so ultimately the limitation simply boils down to energy supply. Some amount of energy is used to create a missile, some amount of energy creates a shield, etc. I don’t know how much that intermediate step really matters except as a way to fluff out a base’s internals. Granted there is some fun to be had with a squishy central base.
I think the CW3 forge mechanic does a better job of tech gating. Map tech was a limited resource that commanders fought long and hard to acquire. There are a lot more ways to spend tech than to get tech, so players are stuck with hard choices to make.
I do like the idea of processing ore into a new useful resource. Using it directly as anti creeper has some value, but as a high tech resource it might be used for advanced weapons, fancy ammo or maybe special upgrades. Once again the ore is a limited resource and players have to choose where they can get the most value from it.
In CW3 your 3 major resources were energy (which can create more energy in a rather EXPLOSIVE exponential fashion), ore and tech. Finding more clever uses for the latter two can be a good thing. Once you master the energy system it can make things pretty simple.
I respectfully disagree with the statement. “The CW3 forge mechanic does a better job of tech gating. Map tech was a limited resource that commanders fought long and hard to acquire. There are a lot more ways to spend tech than to get tech, so players are stuck with hard choices to make. ” The tech gate was just a time lock. If I got JUST ONE totem in CW3 and beat the creeper to a standstill I could walk away from the map for an hour and come back to buy everything. The fab labs are the best new part of this game. They require a person to pay attention to their income or they will never get required item no matter how much time has passed.
That doesn’t make ANY sense. You are talking about identical situations where the player has sturdy defenses and a lot of time. Unlimited time plus unlimited resources gives unlimited research. It doesn’t matter how you box it.
The ONLY way to generate finite research is to tie it to a LIMITED resource. Your infrastructure solution doesn’t do that. I don’t even know how you came to the conclusion where it could.
What infrastructure ACTUALLY does is give the player as much research rate as they have land. More land means more energy and more fabs, thus they get more research faster. That is a worse design choice than using research capture points because you can’t even tie research rewards to map objectives.
Actually, I must agree with Nathaniel. There is another way to generate finite research-put a supply cap on it. Just like how energy has a cap which can make you overbuild, I am sure these factories have a supply cap, so leaving the game for a period of time would only stock up as much resource as you can store.
Likewise, the resources in this game can be, and in fact are very closely tied to, capture points or map objectives. Bluite and Redon are made from crystals only found on the map, and Spark is made by capping Emitters. This also means that both the production bottleneck is the crystals, though it can lifted with the drivers to some degree.
Of course, as he says, this system has and is 100% going to change again, so we shouldn’t get too attached or worried about any particular system.
I don’t know how to say this nicely other then you missed the point. In a 1 recourse economy its just x over time. in the fab economy its x over time that must then be changed to Y and then changed again to Z. If you left for an hour to run out the clock you would come back no closer to Z. LOTS of X but no Z. Get it now?
PS. A finite amount of econ spread over the map in packets is really the best way. You have to fight for it AND you cannot get everything, but that only exists in a few player made maps and is far from the norm.
I have a million great things to say about this video but I must point out my favorite concept above all others. That concept is having to turn off one fab to allow something else to be efficiently operated. When you had the Airsack inbound and had to cut R to increase A stock was brilliant. I have creeper 1 2 3 and fleet. My biggest complaint for them was the idea that once you have a start is all over. Yes, you can micro manage for a better score in some of them, but really once established you wont lose if you just let it run. Here you have the makings of a system complex enough that not using proper micro on the economy can cost you the game. Keep the multiple fabs if you have to, or just go back to one building that can be set for whatever you want. the livery can carry anything and its not a hassle to simply select what that is once built. having to remember which couple of items can be built out of which fab is slightly annoying. One building and then select what you need seems smoother. Whatever you decide just please DO NOT REDUCE the complexity of the economy. I repeat that micro is the best part of this new game that I have seen yet.
After further review, I do see a problem with the current build that should be brought to light. Now I think it’s really cool to get a resource from an emitter, but spark is a basic resource that seems to unlock tier 2 items; sprayer body(at one point), missile body, shields?. reactors?, I can see all of that needing spark. This means (as it stands right now) in later maps you would have to kind of give us a “free” emitter. One possible solution to this is bring back sparkers, but make them bad. Not larger (small map gameplay), but far less effective. Say 1 spark per 5 sec where as emitters would give 1 a sec. This allows us to unlock missiles for defense without having to give the player an emitter. This would allow a player to hold (for a time) but they would still have to cap emitters for spark if they hope to win.
Did you change the creeper color? I prefer it when you can kind of see underlying terrain
Looking really good. I’d like to see more uses for the resources one fabricates though. Not sure how much is planned with these but I thought using them to upgrade existing weapons might be interesting. Saving up for a tier two blaster to shore up your wavering line or cover a choke point might make for some intriguing gameplay. You could even have the options of upgrading range/fire rate/damage/splash damage etc individually. A player could create a really damaging weapon at the expense of everything else to combat the red creeper or go for splash damage to try to kill as much normal creeper as possible in a single shot.
Do you invest heavily upgrading a single weapon to move around to shore up the defences where it’s needed most and to lead the conterattack knowing that it can’t possibly be everywhere or spread the upgrades to ensure there are decent defences everywhere knowing that a large wave might penetrate those defences at any time?
Game is looking awesome as always, and I can’t wait to play, but there are some ideas that came to me as watching the video:
I still like the solution of having separate towers and collectors more, so you don’t lose energy if you push with towers, and also need to be more careful in building collectors.
With all the economy reworks, what if levels had different economies, with an economy screen somewhere clarifying at the beginning. Could be interesting to adapt to weird fab patterns. Also, I like the idea of capped emitters producing stuff, though it may make building a well-balanced map harder.
When you disable a fab it shouldn’t stop sending packages out. It should have a different off button, like how weapons in earlier games had several disable modes. So you could have it, working but not sending stuff out, not working but sending stuff out, or doing neither.
Looking great! I would love a way to enable/disable units with a hotkey, selecting a few and pressing a hotkey would be really nice for those fabs
I am sure you could have won with 5 less redstone….. wait wrong game.
Will you be able to crate custom resources in level builder. I was thinking of making a map ware you have to make one turret resource from 25 energy. You then can place the turret i the world, there by allowing you to stockpile up on units in facts.
That actually brings up a good point: would you be able to set the resource a structure needs to be built from the editor, or only its amount?
Loving the look of it so far. And Can’t wait to play it. Is there a release date yet even just for a demo or something. It looks great.
Just curious. Will we ever be able to increase the power delivered to a shield to increase its range?? That would be a nice feature even if it was something that was unlockable. Or even researchable.
Looking good. You’re the only developer I follow, have been since I first played CW1, before release of 2. Your games always deliver hours of enjoyment.
Do you know about what time that this will be available to play? It looks very good so far and I can’t wait to play.
To everyone asking about this game’s release date, Virgil doesn’t give release dates on the principle of “it will be released when it is ready.” For now, I would suggest you guys sit back and enjoy the monthly show he gives us, as we are still very early in development, with the campaign, a potential visual overhaul, and likely any more game mechanic reworks on the way.
Copyright © 2018 Knuckle Cracker.