Don't have enough ideas to make a unique and race with its own game mechanics like the others so over the next few months as I think of things that would be cool to see in a race and the limitations of the tools. The rac e could change from being megacorp to a mobile high tech race.
Ive done a human, bug and paranormal faction the only thing that scratches the itch is a full on scifi high tech faction.
Overview
The Original Gangster, before planetfall was even ready but when it came to the crunch time it, Colonial Guard was the preferred choice with its game play mechanics already well thought out. Here is the origional vid of the of the Megacorp aka Corporate Dominion
The megacorps concept of a future where corporations are their own governments, its robotic workforce has taken over, and like the idea of robots have become aware enough they don't like doing degrading/monotonous work so they employ human servant and low paid guards. Every corporation needs its 'consumers', humans also live within the city as the lower social economic class rued through advertising and trend set (lego movie actually sets this as the best) Utopian society — where everyone follows the instructions, no one questions why and Everything is Awesome
This race is going to be of the same makers as the Emma and Roy bots.
This could be expanded, disperse Sex/preasure robots throughout the galaxy they have inbuilt drectives to collect data on clients and happenings on that planet (Westworld is a great reference to draw from)
Gameplay
Playstyle: Im thinking heavy use of shields, mobile defensives units, early transport unit like the colonial dropship allowing for quick assaults over terrain, air dominant, and of course moar robot mechs to coommand but probably towards a gundamn style.
The main concern is the direction of city development id like to try something different with this. One concept was to completely try ignore city development altogether and try and make them mobile id liek this most (but not sure if its possible) other is go just all heavy in city dev with larger cities kinda boring
Ref
Movie references:
Westworld, Chappie/D9 weaponry, Aliens universe AI, eg Adam/Mother, Some movies that have taken the concept in different ways IRobot, Matrix though the Megacorp aquisition was through redundancy not aggressive take over. Blade Runner. Star Wars Nar Shadar
Game References
Fallout 3: Institute, Dawn of war 1: Tau, Star Craft 2: Adjutant, Halo: AI, Mass Effect
Units:
references from other games, like the Colonial Guard that were heavily based from units from Company of Heroes 2, that would translate well to
Mechanized Infantry/Mobile Turret unit
REF: XV88 Broadside Battlesuit
- Heavy Infantry.
- Slow Anti-Vehicle battlesuit equipped with two Missile Launchers.
- Can entrench into the ground, transforming it into a powerful weapons platform effective against all targets.
- Can act as a semi-mobile turret.
Other Tau units could be good unit base
Dark Crusade/Tau Empire
dow.fandom.com
Abilities:
Grenade Shield, throw a grenade giving a shield to fellow units
Drones tha can be deployed into defensive structures, eg you can tactically place say an OWL type unit into a medical station/turret
Operations:
* Deploy energy dome marker, the dome acts like an obstacle giving high shielding the dome covers, ref DOW3
* Deploy collectables on the strategic map (eg cashe for collection)
* Markers on the tactical map similar to the Outlanders, giving operations, buffs from cashe, sniper tower or operation centres for units to control
Customisation is now in, looks like this is going ahead, the 20 new backgrounds will be available for all races. Probably find a few cool bug ones for the Hoppers but thiers some great scenic ones of alien worlds
Colorful Neon glass and particles
BattleMech - Alt weapon loadout with mods, laser shield and sword, Rockets, miniguns, torso mods
Fire Team, specializing in attacking at extra long range, poor accuracy, shield grenades, high armour but very low health. Thier needs to be a captain version of this unit
Strikers get into close range designed to steal shields, very high shields, high armour low health
Attachments
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