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Have you considered traps? How long would a spiked trench take to dig? How long would it be before the spikes were ineffective due to the sheer number of bodies? How long before the zombies use each other to spring forward faster turning a filled trench into a hazard? What about bombs? shrapnel could be dangerous to your survivors.
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Use none, some or all... but I hope my ideas at least jog your creativity if they won't work for you. have a great day :)
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Perhaps a run on mode where various zombies attack at night due to the fungus in their brain not liking UV ray's while everything else attacks you in the daytime.
=this mode would have a clock and calendar constantly counting forward as you direct your survivors to different posts such as salvaging whilst trying to keep enough defending.
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I assume the ship is in some sort of rock formation considering they only come from one direction... but... what if it wasn't? How about a mode where attacks can come from any direction?
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What about sleep? Does you futuristic culture have a machine for that? Is it fully operational in normal mode? Is it even working in hardcore mode?
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Maybe a bit of backstory on the planet? like why exactly these things are like this? O_o I almost thought it was zerg type stuff until I saw the zombies... so maybe something of a more... mad scientist vein of thought.
=This would lead to upgrades for both sides: armor, damage, attack speed, range, explosion radius, fire stream width, etc.
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What about an energy meter? It recharges a bit per round, each round lasting about an fifty or so minutes for a total of say... 14-16 rounds? Perhaps if it's a Mad scientist they use solar powered cloning vats? or maybe there is something even bigger hunting at night and the creatures are scared of it. If that is the case... will that creature eventually investigate if you make to much noise during the night?
=The new meter wouldn't need to just be used for power ups. You could also have an energy to matter converter: Lots of metal but no crystals? burn some power for the weapons to get you through the next few rounds.
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In order to buy guns you set some of your survivors to harvest the ship during the coming combat round. During the building phase you choose to put the guns together based on what parts you have. This in turn is based on what part of the ship you salvaged from with certain areas providing you the necessary tools to salvage other things.
=Technically you could go even further and require the salvaging of ammo. Rather than just fuel-tanks to make flame throwers you would actually need to fill the fuel tanks you find and decide how many tanks each flame thrower will have connected to it. I'm not sure how well received that would be though. Maybe you could make it part of a hardcore mode? or a toggle feature with achievements?
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You start with twenty or so survivors, some wounded, and by digging through the wreckage you rescue injured or trapped survivors. Healing would take one round of an uninjured survivor's time plus another of pure rest to let the futuristic healing take effect.
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Ok... sooo... awesome game even five years later... but.... there are a few things you could do to make a similar game better *cough*sequel*cough*pleeeeease*cough*.
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endless mode
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Guns start half the range, width targeting width, spray width and/or damage they have now but can be upgraded to one and a half times.
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Reverse mode where you go up against pre-placed engineers using a limited supply of mobs, based on the amount of resources used to create the engineer defenses, by hovering the mouse and hitting a number-key
=you could set up an area for both side to upload and have player made levels and a score chart to see which side can stay undefeated for the longest amount of time as a form of pvp.
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Buying guns places them into a pool at the start of the next day for them to be drawn from if there are enough survivors to wield them
when hovering over the pool of a specific gun all guns on the field of that type show their coverage area. Meanwhile E still shows all coverage.
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Nice game! For those having trouble with the "Tools of the Trade Badge" the following resource management works fine:
Level 1: 1 Sentry (get it out rightaway)
Level 2-9: 1 Sentinel
Level 10: 1 Beam Surge (wait until they are fairly close)
Level 11: 1 Sentinel
Level 12-14: 1 Sentinel & 1-2 Repulsor (might be level 12-13, cant remember)
Level 15-19: 1 Sentinel & 1 Beam Surge
Level 20: 1 Sentinel & 2 Beam Surges
Add a repulsor burst here and there for safety if you are failing, but it shouldn't be necessary.
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This game is pretty nice, I enjoyed the micro managing of your troops and choosing the right people for the job, a sequel would be awesome.
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to finish level 3 on hard, you just need 3 flamethrowers well placed. Supporting them with nail guns and others helps a lot more than having a 4th flamethrower.
For later waves, use the combat drone.
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once you unlock the fourth support, it's easier to finish level 4 on hard without soldiers than actualy do it the first time on normal : it is just a matter of ressources management. Use the weak drone for the first wave, then use the strong drone for all waves. Use pulse when needed and save the fourth support for massive waves.
With some mistakes I had around 550 cash on last wave and won without any damage.
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Thank god my untrained engineers are about 10000x more accurate than highly trained storm troopers. Though, not sure who's call it was to break down our weapons each day. Or why they don't feel like turning around when one enemy breaks the line.
Anyways fun game, wish the see range thing could be set per-class though. Guess it doesn't matter for how short it is, but that is annoying.
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so options are fight in an open field, pick them off on top of the ship, break some walls and shoot through the holes or fix the ship and get the hell outta there... lets risk death and fight on an open field with no means of protection
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An infinity option would just make this game like Bloons Tower Defence... How long can your computer last before crashing???