Post by Lt. Hathaway on Mar 9, 2013 18:57:08 GMT -5
Low-hanging Fruits
These are some ideas that I believe could be easily implemented, including a few that I suspect are already "nearly" coded. Most of them have been suggested before, but are deeply buried somewhere else.
LHF 1: Operational Doors and Tunneling
This is mostly in! Remember those killable egg sacs? Impassable egg sac until you kill it, passable bursted egg sac after? If you change the egg sac to a door, and make the dead egg sac tile an open doorway, you have doors Templars can pull open. If you wanted to get fancier, you could make the door monster repop, and the door would eventually close. Dirt could sometimes be tunneled in the same way. The combat system is advanced enough that you could make them almost unshootable, and relatively easy to 'kill' with melee weapons. This idea doesn't even require new art.
LHF 2: Chaplains as Purchasable Command Units
Based on the fact Corey teased us with his Captain, Chaplain, Berserker, Berserker team on the 28th of January, I'm sure it's coming soon. I mostly mention it because:
LHF 3: Templar Engineers
Naval Officers would make a great new "Command" type. I would rename the purchasable ones Templar Engineers, arm them with giant powered crescent wrenches (renamed weaker Berserker axes,) and give them a huge door opening and tunneling bonus on top of reloading. This would mostly require art.
LHF 4: Get rid of the "Fix Squad" warning after pressing "To Battle!"
When I press "To Battle!", that button changes to "Fix Squad" until the level loads. Doesn't make any difference at all, but it looks bad.
LHF 5: Can we win the siege, next time, guys?
Did you ever notice that with 17 levels of siege, we're always being pushed back? Narvidian Dawn shows us Higher Command doesn't even nuke them later! (Seriously, npc Templars, please stop sucking. I can't do all the work. Talking to you too, Reller!) Here's the easiest campaign suggestion ever:
Recovery of Roavin! Rearrange Roavin and Narvidian Dawn levels, with whatever mods you like (Narvidian spawn points and doors!), but backwards so we're cleaning the vermin out, and end with our squad setting the Narvidian/Xeno Command ship to self destruct!
LHF 6: Armor Color Choices
Okay, this might not seem like LHF to those doing the art, but I know from poking at the tiles that there's already another Captain without a helmet that we don't get. I've played with recoloring the stock tiles in the roughest possible manner (paint bucket tool[!], complete set of 4/5 tiles for each of Captain, Trooper, Scout, Neptune, Berserker, Hydra, Bald Captain) in about 45 minutes and they don't suck too badly. I bet if you offered a prize your adoring fans would flood you with art (I'd donate $20 to the prize.) Then make touching each Templar's Head icon on the squad selection screen advance the color by one with each click.
Anyone else have any low-hanging fruit?
These are some ideas that I believe could be easily implemented, including a few that I suspect are already "nearly" coded. Most of them have been suggested before, but are deeply buried somewhere else.
LHF 1: Operational Doors and Tunneling
This is mostly in! Remember those killable egg sacs? Impassable egg sac until you kill it, passable bursted egg sac after? If you change the egg sac to a door, and make the dead egg sac tile an open doorway, you have doors Templars can pull open. If you wanted to get fancier, you could make the door monster repop, and the door would eventually close. Dirt could sometimes be tunneled in the same way. The combat system is advanced enough that you could make them almost unshootable, and relatively easy to 'kill' with melee weapons. This idea doesn't even require new art.
LHF 2: Chaplains as Purchasable Command Units
Based on the fact Corey teased us with his Captain, Chaplain, Berserker, Berserker team on the 28th of January, I'm sure it's coming soon. I mostly mention it because:
LHF 3: Templar Engineers
Naval Officers would make a great new "Command" type. I would rename the purchasable ones Templar Engineers, arm them with giant powered crescent wrenches (renamed weaker Berserker axes,) and give them a huge door opening and tunneling bonus on top of reloading. This would mostly require art.
LHF 4: Get rid of the "Fix Squad" warning after pressing "To Battle!"
When I press "To Battle!", that button changes to "Fix Squad" until the level loads. Doesn't make any difference at all, but it looks bad.
LHF 5: Can we win the siege, next time, guys?
Did you ever notice that with 17 levels of siege, we're always being pushed back? Narvidian Dawn shows us Higher Command doesn't even nuke them later! (Seriously, npc Templars, please stop sucking. I can't do all the work. Talking to you too, Reller!) Here's the easiest campaign suggestion ever:
Recovery of Roavin! Rearrange Roavin and Narvidian Dawn levels, with whatever mods you like (Narvidian spawn points and doors!), but backwards so we're cleaning the vermin out, and end with our squad setting the Narvidian/Xeno Command ship to self destruct!
LHF 6: Armor Color Choices
Okay, this might not seem like LHF to those doing the art, but I know from poking at the tiles that there's already another Captain without a helmet that we don't get. I've played with recoloring the stock tiles in the roughest possible manner (paint bucket tool[!], complete set of 4/5 tiles for each of Captain, Trooper, Scout, Neptune, Berserker, Hydra, Bald Captain) in about 45 minutes and they don't suck too badly. I bet if you offered a prize your adoring fans would flood you with art (I'd donate $20 to the prize.) Then make touching each Templar's Head icon on the squad selection screen advance the color by one with each click.
Anyone else have any low-hanging fruit?