• Those wishing to contribute to the game by making suggestions (both small and large) should read the following before doing so.

    Bushtarion largely runs completely automatically, and has been designed intentionally to be as self-maintaining as possible, with mechanics and balance considered at a completed point.

    Please do not spend large amounts of time coming up with complex suggestions in the hope that they will be read and possibly implemented in the future, unless you just enjoy the discussion, theory-craft, and such.

    The most likely changes will be rules-changes, specific number-tweaks to units, techs, and similar sorts of changes, and only if a large community consensus is reached as "proof" that a change would, overall, be an improvement, and are more likely to be done in batches, occassionally, not as a regular thing.

New route - Extraterrestrial

Azzer

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1,215
Re: New route - Extraterrestrial

Is there a "basis" behind the stats, like can you give some ideas such as;

"This route is terrible against protestors and heavily armoured stuff, but absolutely slaughters..." etc.

Routes need a "point" to them, strategically I mean.
 

Nitrous

Head Gardener
Joined
Dec 14, 2007
Messages
460
Re: New route - Extraterrestrial

Was the motive for this from the UFO sightings in the UK? :eek:

PS, looks good to me... but the game has too many routes imo. :(
 

Nitrous

Head Gardener
Joined
Dec 14, 2007
Messages
460
Re: New route - Extraterrestrial

a891166002 said:
Name: Predalien($1,500,000)
Unit Type: Mutated Alien
Unit Class: Kills (all)
Attack type: LET
Targets: ALL
Stats: ******/***/******/******
ETA: 4
Initiative: 5
Route(s): Extraterrestrial

WTF!!!
I just saw this....Init 5!!!
Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too low.... also if any unit is introduced thats faster than RPG - RPG then basically become a useless route imo. The main advantage of RPG line is so that you have the fastest firing unit in the game (available to the players that is ;) ).


EDIT: Come to think of it... the first tier units are VERY powerful (I mean look at their armour! :eek:)... very cost effective... ESPECIALLY that early in the game. Would be useful against many units. :(

This route really does look too overpowered.... it seems to lack a weakness too. I cannot see this being implemented without serious changes.
 

Azzer

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Re: New route - Extraterrestrial

Nitrous said:
Was the motive for this from the UFO sightings in the UK? :eek:

PS, looks good to me... but the game has too many routes imo. :(

^^ Well the fantasy route is the only route without three sub-routes... ;)
 

Nitrous

Head Gardener
Joined
Dec 14, 2007
Messages
460
Re: New route - Extraterrestrial

Azzer said:
Nitrous said:
Was the motive for this from the UFO sightings in the UK? :eek:

PS, looks good to me... but the game has too many routes imo. :(

^^ Well the fantasy route is the only route without three sub-routes... ;)

Yeh I thought this might go under there. :p

But we do need some changes to the units... way too over powered imo. :D
 

atsanjose

Landscape Designer
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Dec 15, 2007
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Netherlands, Brabant
Re: New route - Extraterrestrial

notes:

Female facehugger. what does it convert into?

are you aware that all units fire before 330 init? (in my opinion all to fast)

one new unit type should be enough (alien)

Could you make a tech tree as one like in the manual to be more clear? (Word has those options)

as i dont see which combinations you can make i suggest you keep in mind that a armour killer and right after that a health killer is quite invincible (i.e. overpowered)

what are/is the purchase unit(s)

What is your motivation on adding this route? (and iam not talking about the obvious of having more routes to chose from)

if you want to post this then I (we) can give a properly judgement and advise on your suggestion.
 

DarkSider

Tree Surgeon
Joined
Dec 14, 2007
Messages
796
Re: New route - Extraterrestrial

Azzer said:
Is there a "basis" behind the stats, like can you give some ideas such as;

"This route is terrible against protestors and heavily armoured stuff, but absolutely slaughters..." etc.

Routes need a "point" to them, strategically I mean.

Name: Predator($60,000)
Unit Type: Alien
Unit Class: LET
Attack type: Kills(All)
Targets: ALL
Stats: **/***/***/**
ETA: 4
Initiative: 175
Route(s):Extraterrestrial


It's a protestor buster mainly, but would be a good alliance support aswell. Tho some of the units are overpowered for solo play imo :p I'd rather improve sorcs instead.
 

f0xx

Landscape Designer
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Dec 18, 2007
Messages
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Location
Plovdiv/Bulgaria
Re: New route - Extraterrestrial

ETA 0? How is that supposed to work?

It pops up at attacking for 3?

Also, it would be nice to see your ideas behind the route.
 

Augustus

Head Gardener
Joined
Dec 14, 2007
Messages
283
Location
Bristol, United Kingdom
Re: New route - Extraterrestrial

There are already units that fire at Init of 175, 180 and 260 and there is little room for giving them similar Initiatives....which leaves any purpose/balance/need of these units pretty much obsolete. This of course assumes that you have actually thought about when they would fire and why, rather than just plucking them out of thin air....if you had put thought into their purpose/balance in the game surely you would have noticed this clash of Init! It's a nice thought and possibly worth expanding on, but I have a few criticisms other than what I have already mentioned.

a)There are plenty more things that need addressing in the game before a new route is introduced.
b)Some would argue that there are more than enough routes atm, another one would just add to the list of things a beginner has to learn.
c)The route seems very strong considering the low Init's throughout the route, without any obvious weaknesses.
d)I've never heard of a face hugger that doesn't spawn an alien (possibly a hole in my Alien knowledge).
e)Aside from Azzer possibly being investigated fo copyright theft, I dont think that a Sci-Fi movie themed route goes with all the original themes Azzer has created.

Sorry for being so critical, I realise you've obviously put a lot of thought into it and hopefully you see this as constructive criticism rather than just criticism. I think an E.T. route is the way to go for the Fantasy route to be finished....but probably not this way in its current form.
 

atsanjose

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Re: New route - Extraterrestrial

f0xx said:
ETA 0? How is that supposed to work?

It pops up at attacking for 3?

Also, it would be nice to see your ideas behind the route.

immobile you facehugger!
;) :roll:
 

pinpower

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Dec 20, 2007
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Location
Bournemouth
Re: New route - Extraterrestrial

nice idea, and well done for putting so much work into it...but it does look awfully overpowered...low init's all round and pretty strong units...

would need ALOT of tweaking to make it balanced...also, its gotta have strengths and weaknesses...what would these be?
 

philipd12

Harvester
Joined
Jun 6, 2008
Messages
125
Re: New route - Extraterrestrial

I agree with everyone that has posted :)
looks to overpowered. But looks as if it could be a nice route with a few tweaks :)
 

langa

Digger
Joined
Jul 1, 2008
Messages
7
Re: New route - Extraterrestrial

Dude i think this has alot of potential but you need a direction with it like azzer brought up.

Personally when i think of aliens (in particular predator) the first thing is strong weapons. The next is stealth (cloaking) and the next is how expensive there equiptment would be.

I would disagree with the guys who said its overpowered and say you need to AMP the power up a notch but make it way more expensive to counter it like the robo route

I would make it a mix between Robo and spec oops since we have 2 cheap routes (prot,thug) 3 medium ones (so,fantasy,military) and only one expensive one (robo) i think the last slot could be this one

here are some ideas. Predator was cloaked right and always hit first, therefor id make the predator side of the route very offensive based with big damage and stealth, bbig costing units, and not so much defense since arny kicked the **** out of a few with his bare hands lol. eg

Name: Predator($230,000) <0------Needs to be expensive since his good gear is more expensive than a bloody molotov :p
Unit Type: Alien
Unit Class: LET (Stealth) <-------needs to be stealth for sure
Attack type: Kills(All)
Targets: LET INN <-----------Especially effective against the military like in the movie, weak against marines. has to target innocents since he specialised in skinning everyone and anyone
Stats: */***/*****/*** <--------Weak under armour but uber damage from advanced weapons
ETA: 4 (1) <-------- go cloaking good stealth
Initiative: 175 <--------- killing machines in good cloaking should always fire first i agree
Route(s):Extraterrestrial

The price could probably be even more expensive but do you see where the concept could lead? very offensive and it offers the player a chance to stealth attack in a different way to the standard spec ops. weak defensivly especially against marines and robo


The other brance aliens you need to concentrate on the close fighting and mind control abilities :) eg alien motherships that convert and big close fighting creatures like in the movie, claw slashing beasts of increadible speed and strength that only fire close


more defensive like puppet masters, the mother ship could be a heavy armour, expensive cloning unit. beam em up, clone em down sort of thing or even mind control!

for example


Name: Alien Mothership($2,500,000)
Unit Type: UFO
Unit Class: Converts (all)
Attack type: LET
Targets: INN LET
Stats: ***/******/******/******
ETA: 6
Initiative: 425
Route(s): Extraterrestrial



thus offering a powerful but very expensive cloning unit since there is none in the game, eliminates the need to flak puppets and the such and added with a close firing Alien unit for defense offers a good bribeing route for solo and ally combined


any thoughts?
 
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