Alien stronghold
Enemy area built like a base with several buildings and enemies defending the buildings with acid guns attached to buildings to fight. Destruction of buildings drops rare resources captured by the enemy
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26 Sep, '22
Piotr Bomak AdminHighlighted comment
SPOILERS, STOP READING IF YOU HAVEN'T COMPLETED METAL TERROR EXPANSION STORYLINE
So, kinda like the last mission in the Metal Terror Expansion? With a narrow passage that forces you to fight the enemies and destroy their nests, with a potential reward at the end? -
03 Sep, '25
Piotr Bomak Admin PinnedSeveral of the DLC missions feature these kinds of "sieges". Of course, we did our best to dress them up in a "you vs the nature" vibe, as Galatean creatures are not civilized beings.
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24 Sep, '22
BucktasakDuring campaing or survival you need to destroy enemy stronghold which just appear on your map. Its a good event to develop. It's just like with boss and additional wave system THAT DON'T APPEAR AS THE INFORMATION WHERE THE WAVE COMES. Yoy know, everything notify you that enemy is coming from north/east and then there coming form east too. cause thye build army on the east
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24 Sep, '22
FrostWyrmA new type of enemy could be nice with this idea. A living organic alien that function like a "core" for the stronghold, spreading a sinister creep that corrupts and drives enemies into a berserk state, and creating organic structures that spawn enemies to protect and attack player base. The alien core can upgrade itself after a certain condition or a variable time, increasing the creep spawn range and becoming significantly more difficult to destroy.
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25 Sep, '22
JustSomeGuyWhat if, instead of it just being a static stronghold, it grows over time?
Starts out with a core and a few turrets, but has a pool of other buildings it can spawn the longer it is alive, each of which improve the stronghold in some way. Could build different types of nests to spawn guards, organic minelayers to make your mobility more of a problem, structures that make the towers do more damage or have more health, a 'reserve' that instantly respawns killed guards (up to a set limit per reserve), a reproductive station that sends out expeditions to plant more strongholds, a regenerative organ that makes all buildings regain health extremely fast when not actively fighting. Really make it tough to crack if you leave it too long, but better drops later too.
To make it different from nests, the stronghold could be neutral unless attacked. It builds itself on top of resource points, so you have to kill it to get to them, but if you cultivate instead and leave it alone you could coexist. -
05 Oct, '22
LaernuYa. And
What buckatask said
Rando event this and develop further with patches. Just like adding (real, and scary…) bosses and more wave threat types.
I like the idea of the base slowly growing if not dealt with too. But thats like a hell of a lot of coding to do on a proc gen. Id be happy with. Static version at first -
20 Aug, '23
TomaWell i would say... YES. but like it appears at Orbital scanner and yes like Last map like one of DLC's. But they have "bases" with towers etc. etc. it has time limit like 30mins. and you cannot build outposts on them maps. (maybe not be able to build anything?) idk. but there should be reward too. maybe unlock 1 slot to special building that boosts something. dunno. But. it should be more like Viking raiding to enemy "nest"/"stronghold". but i kind of like the idea... maybe stop enemy waves for HQ map? for while or something. Or just like Arena battle. but point is that after defeating enemies the map would become useless anyways. (or we need way more outposts. (or maybe for every outpost we dissed we get new biome as in this way.)) this could somehow also implied to survival mode.
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18 Feb, '24
ArcBlueNO.
what is the thinking here? these animals are sentient? Unless you are talking about the "human-like" ones that are mentioned in the campaign. Still, seems to break the Riftbreaker world. Alters the premise of that world to something completely different, unless there is an explanation for it. Like the Metallic valley creatures. But what reason do they have to make bases? They just take over the wildlife and have no need for bases. It would mean inventing a new alien species who have also recently landed there to make a colony and are fighting off the indigenous species. I think that's the only way to implement this without breaking the game theory. After all, we didnt choose to colonize an already colonized planet, we chose it bcus it isnt colonized. -
25 Aug, '25
Avery"ArcBlue
NO.
what is the thinking here? these animals are sentient? Unless you are talking about the "human-like" ones that are mentioned in the campaign. Still, seems to break the Riftbreaker world. Alters the premise of that world to something completely different, unless there is an explanation for it. Like the Metallic valley creatures. But what reason do they have to make bases? They just take over the wildlife and have no need for bases. It would mean inventing a new alien species who have also recently landed there to make a colony and are fighting off the indigenous species. I think that's the only way to implement this without breaking the game theory. After all, we didnt choose to colonize an already colonized planet, we chose it bcus it isnt colonized."
Did you ever play the metal terror DLC? This is a feature that is already established in game, and in gameplay. This would be an expanded version of that. Also, why not add a new faction???