View Full Version : Ideas Thread
AntonWestbergh
03-24-2011, 06:12 PM
If you have any ideas to what you would like to see in Sanctum in the coming future, please post them here!
oliathsg
03-24-2011, 06:29 PM
Will there be some sort of server browser in the finished game or a way to join random games?
Currently the only way is to join a friend.
I like to play games with strangers too. Thanks
Yeah, a server browser seems to be the most urgent thing, plus it will be a necessity sooner or later if the game gets support for more than 2-player multiplayer.
Other than that and the usual increase in content we all want (more enemies, more towers, more maps, etc) I would personaly be very pleased to see some PvP action in the game (that would sure increase the play time of the game, and who knows, maybe build a large comunity arround competitive Sanctum?).
Keep up the good work, fine sir.
Dothackking
03-24-2011, 06:51 PM
Allow more than two people co-op
Change co-op difficulty (allow a difficulty voting/selection)
Psitaylor
03-24-2011, 08:06 PM
Matchmaking, Voip ingame, Have a poll where users can vote for their most wanted features, allow us to buy 4 packs of the game (even though it doesn`t have 4 player coop yet), allow user imported music in the game.
justinms66
03-24-2011, 08:07 PM
It would be great if you could pair up with anyone looking to play coop instead of just people on your steam friends list. Even if you don't put in a server browser, how about an in-game chat room (or something similar) where people can say like "join me at 1.2.3.4:7777"
so that you can play with random people as well
Psitaylor
03-24-2011, 08:08 PM
It would be great if you could pair up with anyone looking to play coop instead of just people on your steam friends list. Even if you don't put in a server browser, how about an in-game chat room (or something similar) where people can say like "join me at 1.2.3.4:7777"
so that you can play with random people as well
Yeah a lobby like this would be awesome, would be radical with different chat rooms too.
M4nkoRid3r
03-24-2011, 08:58 PM
Few suggestions :)
Movement speed much quicker (and perhaps a double/triple jump) in build phase only.
A 'Sell All Blocks' option.
The ability to plan a layout within tab overview. Panels would then show 1D icons with abbreviations in build mode.
You have a pretty solid game if I suggest very little ;D
awesome_ninjaa
03-24-2011, 09:58 PM
All right, here's my entry:
Different difficulty modes
Different gameplay modes (that means for example, having a Chaos gamemode, where they would be 3 times more enemies, etc)
3+ player coop (pleeeeease =)
Ingame chat (IMO it's a must have when playing with strangers!)
Thank's all I can think of right now
justinms66
03-24-2011, 10:13 PM
...The ability to plan a layout within tab overview. Panels would then show 1D icons with abbreviations in build mode.
This is a REALLY good idea, i would love to see this implemented.
FrontlinerDelta
03-24-2011, 10:21 PM
While I haven't played it yet I think a PvP mode would be awesome with the alien team being able to use resources to plan waves and then having a few creatures to pick from to use against the defending players and inhibit their ability to defend their core.
Just a thought. L4D2 versus mode and its asymmetrical gameplay is what made me play it for over 400 hours. I could see this game easily doing the same if there are two sides to mix it up with.
AntonWestbergh
03-25-2011, 12:50 AM
Will there be some sort of server browser in the finished game or a way to join random games?
Currently the only way is to join a friend.
I like to play games with strangers too. Thanks
We are currently working on the best way to join strangers. Like a quick-match option or server browser.
It would be great if you could pair up with anyone looking to play coop instead of just people on your steam friends list. Even if you don't put in a server browser, how about an in-game chat room (or something similar) where people can say like "join me at 1.2.3.4:7777"
so that you can play with random people as well
You can join the the chat room in the community->group chat if you want.
Few suggestions :)
The ability to plan a layout within tab overview. Panels would then show 1D icons with
You have a pretty solid game if I suggest very little ;D
Thank you! :D We will look into the overview suggestion
All right, here's my entry:
Different difficulty modes
Different gameplay modes (that means for example, having a Chaos gamemode, where they would be 3 times more enemies, etc)
3+ player coop (pleeeeease =)
Ingame chat (IMO it's a must have when playing with strangers!)
Thank's all I can think of right now
We do have an ingame chat. Hit 'T' and start chatting :)
While I haven't played it yet I think a PvP mode would be awesome with the alien team being able to use resources to plan waves and then having a few creatures to pick from to use against the defending players and inhibit their ability to defend their core.
Just a thought. L4D2 versus mode and its asymmetrical gameplay is what made me play it for over 400 hours. I could see this game easily doing the same if there are two sides to mix it up with.
yup, that would be cool
Yeah, a server browser seems to be the most urgent thing, plus it will be a necessity sooner or later if the game gets support for more than 2-player multiplayer.
Other than that and the usual increase in content we all want (more enemies, more towers, more maps, etc) I would personaly be very pleased to see some PvP action in the game (that would sure increase the play time of the game, and who knows, maybe build a large comunity arround competitive Sanctum?).
Keep up the good work, fine sir.
We are working on more content right now :)
serpent666
03-25-2011, 02:55 AM
- UnrealED support, im itching to make some maps for this game
- More Options for setting up a multiplayer server such as difficulty, perhaps speed of monsters/extra cash etc
- More FPS weapons, landmines would be cool to place down
- Aura's, in most Tower Defences you can put down Aura towers that give the surrounding towers a boost of damage or speed, but instead of wasting a tower block, Auras should be bought and applied to the player giving any tower they are near, that extra boost
- Bonus Rounds!, if players are close to loosing there could be a bonus round where enemies just spawn but dont go towards damaging the core, giving them an extra bit of cash
- Being able to jump in a turret and focus fire on an enemy could prove very usefull if implimented right
Thats all i can really think of at the moment
- UnrealED support, im itching to make some maps for this game
- More Options for setting up a multiplayer server such as difficulty, perhaps speed of monsters/extra cash etc
- More FPS weapons, landmines would be cool to place down
- Aura's, in most Tower Defences you can put down Aura towers that give the surrounding towers a boost of damage or speed, but instead of wasting a tower block, Auras should be bought and applied to the player giving any tower they are near, that extra boost
- Bonus Rounds!, if players are close to loosing there could be a bonus round where enemies just spawn but dont go towards damaging the core, giving them an extra bit of cash
- Being able to jump in a turret and focus fire on an enemy could prove very usefull if implimented right
Thats all i can really think of at the moment
Loved the traps/land mines idea and the aura's. Maybe a weapon that made your towers attack your target would be nice. And the editor looks like a great idea, having a editor is a costless option to get alot of content to the game with little effort, freeing the devs to work on core changes, plus, it also gathers the community further together! :)
Knivy
03-25-2011, 03:54 AM
-The option to increase/lower mouse sensitivity. (Or did I just miss that somewhere on the menus?)
-I support the plan a layout with the tab overview suggestion.
-Be able to run or move faster during the building phase (or the double/triple jump someone suggested).
-I think the left menu in building phase should become transparent or hide after a few secs of staying on the same option (of course, reappearing if you move the scrollwheel), it gets in the way at times, most noticeable when you're only placing blocks.
Tutamun
03-25-2011, 05:23 AM
- playing in windowed mode.
Whenever possible and performance permits it I try playing my games in windowed mode. When receiving (ICQ)Messages or quickly switching to a browser this is normally much faster in windowed mode than in full screen mode.
After some more testing I found out that the fact that the sniper doesn't have a reload feature is really annoying on high upgrades, and that the sniper should auto focus back when it stops to reload, instead of having to be spamming right click. I would also love to have the option to choose the angle I wish on the TAB view. Cumps
Tutamun
03-25-2011, 07:43 AM
- using mouse wheel to scroll through enemies and towers in the encyclopedia.
- having rectangular up/down scroll buttons in the encyclopedia would make it easier to hit them. (I'd still prefer using the mouse wheel though.)
awesome_ninjaa
03-25-2011, 08:09 AM
We do have an ingame chat. Hit 'T' and start chatting :)
Ouups :eek:
My bad, hehe :p
Psitaylor
03-25-2011, 10:20 AM
The abillity to crouch, please i want this soooo badly for no particular reason.
The abillity to crouch, please i want this soooo badly for no particular reason.
We just feel better using the sniper while crouched for some reason :D
A run button on shift would be great, specially on the build phase.
Psitaylor
03-25-2011, 10:37 AM
We just feel better using the sniper while crouched for some reason :D
A run button on shift would be great, specially on the build phase.
Yes, i keep pressing ctrl and nothings happening, something is missing, i feel empty inside. And running during building phase wouldn`t hurt, but i can see reasons for not putting it into the other phase :P
Psitaylor
03-25-2011, 10:45 AM
Add interest to the game, so that the more money you save, the more you get the next round... just a small percentage though. Defense grid did this and it was really cool, because it made it difficult to choose whether to buy new towers or save up for huge amounts of cash.
Should also be able to invite people to your game.
unable to play coop at all at the moment btw, so that sucks :(
AntonWestbergh
03-25-2011, 11:26 AM
Add interest to the game, so that the more money you save, the more you get the next round... just a small percentage though. Defense grid did this and it was really cool, because it made it difficult to choose whether to buy new towers or save up for huge amounts of cash.
Should also be able to invite people to your game.
unable to play coop at all at the moment btw, so that sucks :(
The interest idea is cool, I like it. We'll add it to our box of interesting ideas! :)
You're not able to join games or? Yeah we're looking at this issue and it's hopefully being adressed and patched early next week. Currently you have to open port 7777 in your router and make sure you don't run any firewall in Windows.
Ang3lu5
03-25-2011, 12:23 PM
Make the "press Enter to continue" after loading the game clickable
BrianGriffin
03-25-2011, 02:56 PM
Modding support. Custom maps & mutators. I'm itching for the latter
tye8244
03-25-2011, 03:00 PM
At least 4 player multiplayer PLEASE! ^_^
Psitaylor
03-25-2011, 03:05 PM
I find the lack of sniper towers in this game... disturbing.
AntonWestbergh
03-25-2011, 04:57 PM
I find the lack of sniper towers in this game... disturbing.
Sniper Towers are something we are considering for future content.
1) Minimap
2) Shift to sprint
3) Colors below towers, or the block itself, should show level of tower (green = 1, red = 6 and different colors in between)
4) Option to see tower damage, when I first started playing I couldn't even tell if my towers were reacting
5) MORE TOWERS & GUNS! :P
Game is very fun, especially with co-op so keep up the amazing work.
Psitaylor
03-25-2011, 07:18 PM
There are 54 achievements already in the game.
You cant achieve them during the beta tho.
Gamer433
03-25-2011, 07:58 PM
Dont read all of the suggestions here (but the most of them). Sorry if i repeat other ones, but that shows how important a coming feature is.
My suggestions means only coop-mode, because i dont like and play singleplayer.
My suggestions are:
+ More players in coop! (3 or 4)
+ A possibility to build above Gatling-Towers
+ More Support-Towers like a burning ground (instead slowfield) or Aura-Towers.
+ An option to repair the core in build-mode for spending money.
+ Boss-Rounds (just 1 or 2 monster(s) with huge amount of hitpoints)
+ An option to give a coop-partner your money.
+ Some better descriptions! (I dont knew, that the Sniper-Weapon can shoot for each upgrade 1 more. A hint for the mortar, that it deals splash-damage.)
+ Better visual implementation, that will show easier which level a tower has.
+ Need a hint which tower/block is mine or not. Because of selling them.
+ Yes, different difficulties in coop! ;)
A really well meaning appeal to the developer:
The game-mode "tower defense" is very popular and this rise year to year. There are only a few good ones and there are some really good, but without multiplayer (defense grid for example).
The players will adore you, if you hear they wishes.
Just show us how very you like your game AND the community! :)
Thanks for a really nice game. ;)
Winter Dragon
03-25-2011, 09:18 PM
+1 for unrealed support
+1 for game mutators.
+1 for [shift] sprint
Some ideas I have for mutators:
ie. Disco Mode: Squares flash random colours. (Visual)
ie. Aliens have double health. (Makes game harder)
ie. Aliens can be hit anywhere. (Makes game easier)
ie. 2x more aliens per wave. (Makes game harder)
Love the beta, so glad I purchased this game. :)
allquixotic
03-25-2011, 09:26 PM
I am strongly opposed to the concept of having to open ports to play the game. This creates a dangerous attack surface on your computer and is a liability to your entire network.
The game should be hosted on dedicated servers, both community-powered and hosted by the developer. The dedicated server will assume the burden of securely opening an inbound port. This is not something you can ask of your typical gamer, because they will not invest the effort required to punch through their NAT and listen on that port.
Besides, due to the IPv4 exhaustion, some ISPs are beginning to NAT together separate subscribers under a single public IP address. So if any two of those subscribers want to play by binding to port 7777, one of them won't be able to. And that's assuming there is a mechanism to open that port on the ISP's firewall/NAT.
Sanctum is an addictive single player game, but the multiplayer is where the lasting community around the game will be built. If you want this game to have any sort of staying power, you need to "fix" multiplayer by introducing dedicated servers, and allowing more than two players to play together.
Also, might I suggest a map designer of some sort, allowing players to create their own environments and drop down their own placeholders for the towers? For game balance you should probably restrict the map designer to placing the placeholders in a rectangular grid, but for variety, you could allow oblong rectangles to be constructed. And for very large games (e.g. 8 players) you could make a very huge grid.
I also like the competitive TD idea that someone else said. You wouldn't necessarily shoot at the enemy players, but you would have to survive against the monsters than the enemy team. Whoever survives longest, wins.
So far, from a cursory review, it seems like:
Graphics: 9/10; UE3 is beautiful and you guys did a great job with it... no improvement is needed here. Your graphics are "done" in my book.
Sound: 7/10; what's there is satisfying but you need some more interesting voices, especially multiplayer voice macros (see Team Fortress 2 or Savage 2)
Gameplay: 8.5/10; definitely worth my time and I'm sure I'll be addicted for a while :) The game has a very unique feel to it, it doesn't feel at all like a re-hashing of past games, even though I recognize some of the standard tower defense themes. Add to that the fact that fighting toe-to-toe with some of the big enemies on the ground is actually a little intimidating, because they are so large and they throw you around!
Multiplayer: 2/10; needs work as stated above -- expanded options for both competitive and multiplayer, and support dedicated servers rather than peer to peer due to the security and logistical reasons that opening ports is impractical on most peoples' networks
Lasting Appeal: 6/10; the novelty of the gameplay will wear off eventually, and without a compelling multiplayer matchmaking community, I'll probably put the game down about a month or two after retail launch.
_koro_
03-25-2011, 10:29 PM
I played a match with a friend when we finally lost I didn't have an option to restart level or vote to restart all I had for an option was exit to main menu and when my friend chose to restart the level I was kicked out of the match and put back at the starting screen.
AntonWestbergh
03-26-2011, 01:03 AM
1) Minimap
2) Shift to sprint
3) Colors below towers, or the block itself, should show level of tower (green = 1, red = 6 and different colors in between)
4) Option to see tower damage, when I first started playing I couldn't even tell if my towers were reacting
5) MORE TOWERS & GUNS! :P
Game is very fun, especially with co-op so keep up the amazing work.
1) Maybe, there's a risk it will take up too much space though, and make the HUD too clumsy.
2) That's a possibility
3) The towers actually switch color.
4) We have tried this, but we may try it some more. The reason we chose not to implement this feature right now was because of the amount of text the Gatlings produced f.e.
5) We are working on it :)
Dont read all of the suggestions here (but the most of them). Sorry if i repeat other ones, but that shows how important a coming feature is.
My suggestions means only coop-mode, because i dont like and play singleplayer.
My suggestions are:
+ More players in coop! (3 or 4)
+ A possibility to build above Gatling-Towers
+ More Support-Towers like a burning ground (instead slowfield) or Aura-Towers.
+ An option to repair the core in build-mode for spending money.
+ Boss-Rounds (just 1 or 2 monster(s) with huge amount of hitpoints)
+ An option to give a coop-partner your money.
+ Some better descriptions! (I dont knew, that the Sniper-Weapon can shoot for each upgrade 1 more. A hint for the mortar, that it deals splash-damage.)
+ Better visual implementation, that will show easier which level a tower has.
+ Need a hint which tower/block is mine or not. Because of selling them.
+ Yes, different difficulties in coop! ;)
A really well meaning appeal to the developer:
The game-mode "tower defense" is very popular and this rise year to year. There are only a few good ones and there are some really good, but without multiplayer (defense grid for example).
The players will adore you, if you hear they wishes.
Just show us how very you like your game AND the community! :)
Thanks for a really nice game. ;)
Thank you four your feedback and comments! :D We are trying our best to keep every fan happy out there and to grant you all your (reasonable) wishes. After all, it's for you we make this game ;)
Can you add a steam demo? I know there's one online, but that doesn't work for me.
The demo is very outdated and doesn't give a fair view of how Sanctum is played today. That is why we choose not to have a Steam demo.
I am strongly opposed to the concept of having to open ports to play the game. This creates a dangerous attack surface on your computer and is a liability to your entire network.
The game should be hosted on dedicated servers, both community-powered and hosted by the developer. The dedicated server will assume the burden of securely opening an inbound port. This is not something you can ask of your typical gamer, because they will not invest the effort required to punch through their NAT and listen on that port.
Besides, due to the IPv4 exhaustion, some ISPs are beginning to NAT together separate subscribers under a single public IP address. So if any two of those subscribers want to play by binding to port 7777, one of them won't be able to. And that's assuming there is a mechanism to open that port on the ISP's firewall/NAT.
Sanctum is an addictive single player game, but the multiplayer is where the lasting community around the game will be built. If you want this game to have any sort of staying power, you need to "fix" multiplayer by introducing dedicated servers, and allowing more than two players to play together.
Also, might I suggest a map designer of some sort, allowing players to create their own environments and drop down their own placeholders for the towers? For game balance you should probably restrict the map designer to placing the placeholders in a rectangular grid, but for variety, you could allow oblong rectangles to be constructed. And for very large games (e.g. 8 players) you could make a very huge grid.
I also like the competitive TD idea that someone else said. You wouldn't necessarily shoot at the enemy players, but you would have to survive against the monsters than the enemy team. Whoever survives longest, wins.
So far, from a cursory review, it seems like:
Graphics: 9/10; UE3 is beautiful and you guys did a great job with it... no improvement is needed here. Your graphics are "done" in my book.
Sound: 7/10; what's there is satisfying but you need some more interesting voices, especially multiplayer voice macros (see Team Fortress 2 or Savage 2)
Gameplay: 8.5/10; definitely worth my time and I'm sure I'll be addicted for a while :) The game has a very unique feel to it, it doesn't feel at all like a re-hashing of past games, even though I recognize some of the standard tower defense themes. Add to that the fact that fighting toe-to-toe with some of the big enemies on the ground is actually a little intimidating, because they are so large and they throw you around!
Multiplayer: 2/10; needs work as stated above -- expanded options for both competitive and multiplayer, and support dedicated servers rather than peer to peer due to the security and logistical reasons that opening ports is impractical on most peoples' networks
Lasting Appeal: 6/10; the novelty of the gameplay will wear off eventually, and without a compelling multiplayer matchmaking community, I'll probably put the game down about a month or two after retail launch.
First off, thank you for your feedback. We are very aware of the port problem. We have been working very hard on making co-op a feature of the game and everything that comes with it. Of course we don't want to have players opening up ports to be able to play the game, but right now that was our only possibility to making multiplayer work on Steam with the Unreal Engine. Our main concern right now is to get the multiplayer work seamlessy for you players out there.
Many people are requesting 3+ player games, and we are currently looking into the possibility.
A map editor would be nice for everyone. We are looking into the possibility.
Thank you for your nice review as well, and thank's again for taking your time with the feedback.
I played a match with a friend when we finally lost I didn't have an option to restart level or vote to restart all I had for an option was exit to main menu and when my friend chose to restart the level I was kicked out of the match and put back at the starting screen.
We are aware of the bug and are fixing it.
ensignyu
03-26-2011, 03:34 AM
First off, great game! I haven't seen any bugs so far (in either single player or co-op), but maybe I'm just lucky :)
Suggestions:
Being able to quickly set up blocks would be nice, especially in co-op mode. Such as an interface for editing blocks in overview mode. Turrets would still be done in first-person mode.
Notification when the core is in danger (enemies exiting the maze). Maybe even a warning if the enemies are 75% of the way through the maze.
A "ping"/"point at" key which gets the other player's attention with some animation (maybe a large translucent arrow pointing down at the square) at the point that you're looking at.
The ability to undo the last action in build mode (fully refunded), in case you placed something in the wrong block.
FudgePoly
03-26-2011, 05:12 AM
Have the option to re-zoom automatically with the sniper (and to the same zoom type, since there are 2 of them).
xX_Renegade_Xx
03-26-2011, 07:41 AM
Apologies if this has been mentioned already:
Anti-aliasing and anisotropic filtering would be a nice addition, it's a great looking game and it's a shame to spoil that with jagged edges ;)
ericpol
03-26-2011, 08:39 AM
I wish you could build the towers from the top view then jump into first person view when the waves start. I would find it much easier to create a maze from the top.
Yauchy
03-26-2011, 11:03 AM
Just played the beta, only hit one bug and overall game looked good, but looking at the store page I have a few questions/suggestions:
- Will there a way to setup a gamepad's controls?
- Windowed mode
- Autorun or Increased movement speed (shift suggestion was good)
Other input:
- As many of said, closer to 4 player co-op would be great
- More Difficulty (options) in co-op
- Allow for tower building via a top down view (instead of constantly tabbing)
Future improvements:
- Level/Map editor is a fantastic idea
- A few more towers would be nice, maybe a flak cannon tower or gun
- another builder person option? a robot would be interesting - doesn't need to be functionally different (though would add to it)
At the moment I enjoyed testing your game and it looks promising in the future, but at this moment w/o maybe 2 of the above...I will not be making a purchase.
wazups 2x
03-26-2011, 11:32 AM
1. Option to change Vsync on and off within the game menu. Vsync can cause mouse lag so I prefer to turn it off.
2. It would be nice if we could adjust the FoV within the game options.
3. Maybe an option to sprint or increase the overall movement speed. Since the game is all about placing blocks all over the place I feel like it would be much nicer if you could get around faster.
Edit:
Co-op Game Mode Idea:
What I really think would improve the game is if there was a game mode that is basically versus. You each have your own field and there'd be like a 30 second timer between each round to get ready. To win you'd see who can survive the longest.
WheresTheSwitch
03-26-2011, 02:15 PM
Can I suggest a "Hard" mode where a time limit is placed on the building phase? Currently, you have as much time as you need to set up the towers and maze etc. It would add a sense of urgency to the game and increase the need for effective teamwork in Coop I think.
justinms66
03-26-2011, 03:02 PM
- In coop, it would be extremely helpful to be able to see your friend's resources, otherwise you have to keep communicating it back and forth.
tda-danny
03-26-2011, 03:17 PM
- In coop, it would be extremely helpful to be able to see your friend's resources, otherwise you have to keep communicating it back and forth.
This x100
eagleFMJ
03-26-2011, 03:28 PM
Just bought the game and I like it alot so far, there is HUGE potential here if the developers choose to support this game and listen to the community.
I would like pretty much everything suggested in this thread so far, not much more to add but what really needs to be added;
-AA Settings
-AF settings
-option to bind the hidden keys that arent listed (T chat, 1 & 2 keys)
I have a 30in monitor and I see some serious jaggies!
I know its already mentioned but, more tower weapons/functions/upgrades and more handheld weapons.
Sprint/duck control option, but not a game killer for me, I can do with out.
eagle
FrontlinerDelta
03-26-2011, 03:49 PM
Can I suggest a "Hard" mode where a time limit is placed on the building phase? Currently, you have as much time as you need to set up the towers and maze etc. It would add a sense of urgency to the game and increase the need for effective teamwork in Coop I think.
This^.
Also playing the game the aliens are nice and vibrant but the towers seem very bland. The lightning is white, the towers are white, the lasers are a whitish yellow.
Can't see any tracers from the mini-gun turrets. Also more sound effects for them? Maybe a deeper bass sound like a cannon type. And some shell casings coming out? Would add to the feeling of power from a fully leveled gatling cannon. Same with the lightning, in fact the whole game seems largely silent.
I have all my graphics and settings cranked to max and get plenty of FPS so I'm seeing the max capable graphics.
AntonWestbergh
03-26-2011, 04:00 PM
1. Option to change Vsync on and off within the game menu. Vsync can cause mouse lag so I prefer to turn it off.
2. It would be nice if we could adjust the FoV within the game options.
3. Maybe an option to sprint or increase the overall movement speed. Since the game is all about placing blocks all over the place I feel like it would be much nicer if you could get around faster.
Edit:
Co-op Game Mode Idea:
What I really think would improve the game is if there was a game mode that is basically versus. You each have your own field and there'd be like a 30 second timer between each round to get ready. To win you'd see who can survive the longest.
V-sync is included in next patch.
FoV probably wont change due to some problems it will cause.
Some kind of sprint ability sounds interesting and is something we can consider for the future.
AntonWestbergh
03-26-2011, 04:06 PM
This^.
Also playing the game the aliens are nice and vibrant but the towers seem very bland. The lightning is white, the towers are white, the lasers are a whitish yellow.
Can't see any tracers from the mini-gun turrets. Also more sound effects for them? Maybe a deeper bass sound like a cannon type. And some shell casings coming out? Would add to the feeling of power from a fully leveled gatling cannon. Same with the lightning, in fact the whole game seems largely silent.
I have all my graphics and settings cranked to max and get plenty of FPS so I'm seeing the max capable graphics.
We had tracers from the gatling earlier but it was quite messy .. We might consider to increase feedback from some towers, but that will probably not happen very soon, as we have more urgent issues to look at. Thanks for your feedback though, we value all responses :)
michaelfeb16
03-26-2011, 11:58 PM
I've seen many good suggestions here, but I still want to add my thoughts. I've been too excited about this game for too long not to comment.
-Increased speed in build mode
The slow movement speed in waves is excellent as it balances FPS with the use of towers, but in build mode it is just a nuisance.
-"Competitive mode
I've not played multi yet, but I assume points are distributed evenly? I am thinking that each player could be given a percentage of a total pool of points at the end of the round. The percentage would be based on either total damage or enemies killed by you individually and the towers you placed.
Of course, there are many potential issues with this. Someone may try to put a tower on a block you placed, thus stealing the resources you spent. This could be corrected by giving people ownership of blocks, but that would make people spam blocks to take all spaces. Ah, maybe limit it to something like three basic (no tower) blocks per player?
Obviously balancing required, but I think the idea has potential. This could be particularly appealing in the long run; once people have mastered single player and their friends kick ♥♥♥ in coop, more challenge could be found here in the balance of surviving the round versus getting the most points.
-Various multiplayer improvements
Well explored by others already. More players and display their resources. A server browser and/or quick play.
-Overview
There is probably a lot more that can be done here. Display tower name, level, and stats(on the side/in the corner) when you hover over it. Ranges for AA weapons. Perhaps a option to display the shortest available path through the map. I support the previous suggestion to be able to plan, NOT place, towers.
-Freeze gun
Maybe it is just me, but the slow effect is never touched. I only use the alt fire. I suspect many others are the same - slow isn't worth it because even strong enemies come in rather large waves. The freeze is awesome, so make upgrades apply to it more.
-Towers
Better visual indication of level. Yes, I know they are colored, but overall it is not clear enough. Laser towers are about the only ones readily identifiable. The ability to man a tower for focus fire; this idea is probably not easy/practical to implement, but it is still cool.
-New content
Allow us to make maps. Perhaps allow us to upload maps to a server and integrate the ability to browse and download new maps into the game. Track which user made maps are most popular and occasionally release them as DLC. Of course, I assume you'll make your own paid DLC maps, which is cool too.
JohannesAspeby
03-27-2011, 12:51 AM
I've seen many good suggestions here, but I still want to add my thoughts. I've been too excited about this game for too long not to comment.
-Increased speed in build mode
The slow movement speed in waves is excellent as it balances FPS with the use of towers, but in build mode it is just a nuisance.
-"Competitive mode
I've not played multi yet, but I assume points are distributed evenly? I am thinking that each player could be given a percentage of a total pool of points at the end of the round. The percentage would be based on either total damage or enemies killed by you individually and the towers you placed.
Of course, there are many potential issues with this. Someone may try to put a tower on a block you placed, thus stealing the resources you spent. This could be corrected by giving people ownership of blocks, but that would make people spam blocks to take all spaces. Ah, maybe limit it to something like three basic (no tower) blocks per player?
Obviously balancing required, but I think the idea has potential. This could be particularly appealing in the long run; once people have mastered single player and their friends kick ♥♥♥ in coop, more challenge could be found here in the balance of surviving the round versus getting the most points.
-Various multiplayer improvements
Well explored by others already. More players and display their resources. A server browser and/or quick play.
-Overview
There is probably a lot more that can be done here. Display tower name, level, and stats(on the side/in the corner) when you hover over it. Ranges for AA weapons. Perhaps a option to display the shortest available path through the map. I support the previous suggestion to be able to plan, NOT place, towers.
-Freeze gun
Maybe it is just me, but the slow effect is never touched. I only use the alt fire. I suspect many others are the same - slow isn't worth it because even strong enemies come in rather large waves. The freeze is awesome, so make upgrades apply to it more.
-Towers
Better visual indication of level. Yes, I know they are colored, but overall it is not clear enough. Laser towers are about the only ones readily identifiable. The ability to man a tower for focus fire; this idea is probably not easy/practical to implement, but it is still cool.
-New content
Allow us to make maps. Perhaps allow us to upload maps to a server and integrate the ability to browse and download new maps into the game. Track which user made maps are most popular and occasionally release them as DLC. Of course, I assume you'll make your own paid DLC maps, which is cool too.
You have a few valid points.
Movement speed - Many players want faster movement, and we will definitely discuss this.
Competitive coop - I don't know if co-op should be made competitive, we'll se about that.
Overview - The problem with the overview is that you don't want the view to get too clogged up. It's a info vs. cleanliness thing. But the suggestions has been noted.
Freeze Gun - If you use the primary fire "right" it's actually pretty awesome. But we will check it out.
Towers - The upgrades can probably be made clearer.
Maps - A map editor would really be awesome, but requires much work. All I can say right now is that more content is planned
ZeppMan217
03-27-2011, 01:10 AM
Did anyone suggest skins for players? That should add some diversity and personality, ya know.
Talesin
03-27-2011, 01:10 AM
-Fullscreen Windowed mode (Annoying to have to alt-tab when you have a multimonitor setup)
-AA/AF options
-Manual sniper reload
-'Return to main menu' actually go to the menu, not the title 'Press Enter' screen
-Some way to tell Tank damage reduction level (Are my gatlings doing anything at this level?)
-Build Mode Undo last action (Oops, I could have upgraded THAT instead!)
-Minimap (Even just a grid of colored squares (with level numbers?) and moving dots, to keep an eye on where the wave is, if you're swapping back and forth between sniping Floaters or Tanks)
-Pay to regenerate some core health
-Last-weapon button (Annoying to juggle Slow/Snipe only to wheel the wrong way once and throw off your rhythm)
-Versus Mode. (A very few TD games have this, with one player choosing the waves and location to spawn, or having their own per-wave resource pool with mob upgrades and so on)
Actually, I like that the towers are pretty uniform in color; makes it easier to pick out where the head of the line is, from towers firing across the map. Gives a 'team' feel as well. Could do with clearer at-a-glance level though; change the color swatches on the top to include the tower level as a numeral/pips/decorative bits. The models change, but it's subtle until you learn what each level looks like, or mouseover each one.
inkubus
03-27-2011, 02:07 AM
I really would like FOV settings. I can't see how it would cause any problems either..
michaelfeb16
03-27-2011, 03:16 AM
You have a few valid points.
Movement speed - Many players want faster movement, and we will definitely discuss this.
Competitive coop - I don't know if co-op should be made competitive, we'll se about that.
Overview - The problem with the overview is that you don't want the view to get too clogged up. It's a info vs. cleanliness thing. But the suggestions has been noted.
Freeze Gun - If you use the primary fire "right" it's actually pretty awesome. But we will check it out.
Towers - The upgrades can probably be made clearer.
Maps - A map editor would really be awesome, but requires much work. All I can say right now is that more content is planned
I certainly think you should keep normal coop as well, just have two different modes.
I understand the desire to keep the overview clean, but as it is is nearly useless. Other than teleporting..why look at it?
As for the freeze gun, I do use the alt fire to freeze a group - I just think it is a shame that upgrades for it appear to only affect primary fire. (Disclaimer: I have not yet upgraded the gun at all to see if it effects alt fire further down the line)
But seriously, great game. I love it.
MrglMrgl
03-27-2011, 03:32 AM
I’m not sure if anyone has posted these before so sorry if it’s a repeat
An option to continue playing after the 25 rounds finish, to see how well your maze/ weapon combo work (no points, but for bragging rights :P )
Or a mode that gives you the money up front and allows you to build everything on your first round but doesn’t give any money during the game
Tutamun
03-27-2011, 03:39 AM
- host can choose different modes of resource sharing. (Also check out what Sol Survivor offers.)
a) evenly distributed
This mode is generally good or when playing with strangers.
b) the player who does the kill gets all resources from this alien
c) the player who does the kill gets like 50% the rest is divided between other players (only useful for 3+)
These two modes could be good if one guy concentrates on towers and one guy on support (freeze gun) ans shooting. (Assuming the gun guy gets enough resources to upgrade his guns.)
d) one big resource pool
Probably only good if you play with friends.
Drommen
03-27-2011, 05:06 AM
Agree with above posts on the freezegun. The primary fire I havent found any use for. Maybe you can fill us in here what it actually does and what the upgrades do. :confused:
The secondary aoe freeze however is a must especially in co-op. Using primary fire feels more like a nuisance that if you fire it by mistake it adds precious seconds to the cooldown of the invaluable secondary fire. :o
Another confusing thing is that both primary and secondary puts the overheat percentage to 100%, but the cooldown time is quicker on primary. I suppose the idea is that you dont want to allow rapid shooting of any of the 2. I think this is the biggest reason why I never use primary.
Suggestions for the freeze gun:
Make a misfire clicking sound when trying to use it while on cooldown or something that clearly indicates you cant use that fire. Now it just hangs on your hand like a dead fish.
Make the sound for firing 2nd fire more badass and add a larger visual effect when shooting. A bigger "snowball" and/or a blue/white flash on the gun or something. :D Now it just feels you press right mouse button and you cant distinguish that you shoot from everything else going on (compare with sniper for instance with a clear shooting sound and clearly distinguishable beam-effect.)
Make primary fire not cause 100% overheat but give it a longer reload time instead with like 1shot/2sec. Each shot adding 25% to the cooldown or something. This give you about 4-5 primary shots before it overheats. It also makes it more flexible to use it as soon as the cooldown is below 75%.
Make cooldown/sec equally fast for both fires.
Make primary more versitile to use against single target straggles. An idea is to let it stack where each stack slows the creep more and more down to full stop for 5 secs counting from the last shot.
Make upgrades apply to both primary and secondary somehow. Secondary might even be a bit OP with a full aoe freeze from lvl 1.
Apart from the freezegun I find every defensive ability on towers and weapons intuitive and very well thought through. :D A reload on the sniper wouldnt hurt though.
Psitaylor
03-27-2011, 07:41 AM
Death penalty
Make us able to customize the colour and shape of the crosshair
Enemies that attack towers
Tigerhawk71
03-27-2011, 08:51 AM
More co-op players and taking another look at the Tanks health on insane would be nice. Insane at the moment is less of that and more impossible.
gjbloom
03-27-2011, 09:19 AM
Having to place each block one-at-a-time-by-hand is distinctive, but is it fun? She should be able to equip a pad computer that displays the grid and has all the different block types as "colors" that she can click on and then paint the desired layout. When finished, she could press "Execute" and return to first-person view to watch as an army of droids wheels out all the blocks and guns and builds the maze in a few seconds. She could still do one at a time tweaks by hand, but being able to do an overall design and have it batch execute would be way better, and fun to watch.
Also, the transition to defense mode should have something a little more evocative than just "press enter". She should raise a curly rams horn and blow a challenge to the aliens or fire a flare into the sky or bang a gong or something.
It might be interesting to be able to add things below the grid layer, such as acid pits or lava baths. These could add the extra challenge for the player of having to avoid stepping or being pushed into them herself, and thus remembering to build an elevator before each one. There doesn't appear to be any risk for the player at all, unless points are lost for involuntary teleportation. (I haven't noticed, since "points" aren't a big deal). A health bar and a time-delay penalty before re-incarnation would add a layer of care/urgency to play. Getting trampled by aliens, falling into acid baths, having a grenade go off too close are all things that could affect the player's health and make her be increasingly careful so as to avoid the time-out she'd suffer from being dead. Oh, and getting frozen by her own frost grenade if she fires it too close seems appropriate.
It would be cool of the aliens show increasing damage as they get pummeled, so that by the time they're finally dropping, they're pretty much a pile of oozing ribbons of monster spaghetti. And spraying alien juices and giblets while they're taking damage would be cool. Oh, and having them melt and leave trails of slime from exposure to fire or acid or lava would be awesome. They should also moan and shriek and flail more desperately as they accumulate damage. Ideally, accumulated damage would reflect whatever type(s) of damage each monster had suffered.
It might be fun to have different monsters respond better to some types of fire than others and to be able to add programmable selection gates that send some types right and others left, so you could design monster-specific killzones to channel the appropriate monsters into.
Salvage values should be higher, to encourage greater design changes to accommodate each wave. As it is, players are strongly discouraged from changing anything beyond upgrading their blocks.
Last, can you have the computer voice stop reminding me that building blocks in a maze is appropriate or to concentrate on the monster's weaknesses or to upgrade my blocks? That gets real old, real fast. The computer could do that at first, but after a while she could tell jokes about the aliens or share base gossip or give more advanced tactical tips something.
WheresTheSwitch
03-27-2011, 09:24 AM
In some games there is a "clear field" superweapon that allows players to recover when overwhelmed on a particular level. May I suggest something similar for Sanctum? There may be those odd levels where your placement of towers is not exactly optimal and you get overwhelmed by the incoming waves. How about a Core Shield that a player or a team can raise in an emergency that vapourizes all enemies running into the core. This "shield" is only replacable either by a long recharge over a few levels or by a large sum of credits. The rotating rings around the core would be an optimal base for the shield.
AntonWestbergh
03-27-2011, 10:08 AM
Having to place each block one-at-a-time-by-hand is distinctive, but is it fun? She should be able to equip a pad computer that displays the grid and has all the different block types as "colors" that she can click on and then paint the desired layout. When finished, she could press "Execute" and return to first-person view to watch as an army of droids wheels out all the blocks and guns and builds the maze in a few seconds. She could still do one at a time tweaks by hand, but being able to do an overall design and have it batch execute would be way better, and fun to watch.
Also, the transition to defense mode should have something a little more evocative than just "press enter". She should raise a curly rams horn and blow a challenge to the aliens or fire a flare into the sky or bang a gong or something.
It might be interesting to be able to add things below the grid layer, such as acid pits or lava baths. These could add the extra challenge for the player of having to avoid stepping or being pushed into them herself, and thus remembering to build an elevator before each one. There doesn't appear to be any risk for the player at all, unless points are lost for involuntary teleportation. (I haven't noticed, since "points" aren't a big deal). A health bar and a time-delay penalty before re-incarnation would add a layer of care/urgency to play. Getting trampled by aliens, falling into acid baths, having a grenade go off too close are all things that could affect the player's health and make her be increasingly careful so as to avoid the time-out she'd suffer from being dead. Oh, and getting frozen by her own frost grenade if she fires it too close seems appropriate.
It would be cool of the aliens show increasing damage as they get pummeled, so that by the time they're finally dropping, they're pretty much a pile of oozing ribbons of monster spaghetti. And spraying alien juices and giblets while they're taking damage would be cool. Oh, and having them melt and leave trails of slime from exposure to fire or acid or lava would be awesome. They should also moan and shriek and flail more desperately as they accumulate damage. Ideally, accumulated damage would reflect whatever type(s) of damage each monster had suffered.
It might be fun to have different monsters respond better to some types of fire than others and to be able to add programmable selection gates that send some types right and others left, so you could design monster-specific killzones to channel the appropriate monsters into.
Salvage values should be higher, to encourage greater design changes to accommodate each wave. As it is, players are strongly discouraged from changing anything beyond upgrading their blocks.
Last, can you have the computer voice stop reminding me that building blocks in a maze is appropriate or to concentrate on the monster's weaknesses or to upgrade my blocks? That gets real old, real fast. The computer could do that at first, but after a while she could tell jokes about the aliens or share base gossip or give more advanced tactical tips something.
Thanks for your feedback :)
Lots of interesting ideas, and some might come in a later version of the Game. We're currently not going to add much graphical features as it takes time and we need to focus on getting the game finished first. We will probably also focus on getting more maps, enemies and weapons into the game before we do stuff like this.
About building from a monitor, or the overview, this is something that has been requested before, but we have still decided to not go with that. If the demand for such a system is high, we might consider it in the future. We do care a lot about what you guys think!
About the salvagevalues I guess it is a design decision and I can't really speak about it. You'll have to ask OscarJilsen about that one :)
We will add more "tips" that the computer will give you, and we might also do like you say, change their behavior to more match the actual game play situation.
I do love the idea with Skye blowing a horn though.. haha we will consider this ;D
AntonWestbergh
03-27-2011, 10:09 AM
In some games there is a "clear field" superweapon that allows players to recover when overwhelmed on a particular level. May I suggest something similar for Sanctum? There may be those odd levels where your placement of towers is not exactly optimal and you get overwhelmed by the incoming waves. How about a Core Shield that a player or a team can raise in an emergency that vapourizes all enemies running into the core. This "shield" is only replacable either by a long recharge over a few levels or by a large sum of credits. The rotating rings around the core would be an optimal base for the shield.
Interesting idea. :)
Talesin
03-27-2011, 10:19 AM
-Diagnostic Mode
Send an invincible wave (or combination of waves) through your maze as a simulation at 100x speed/instant. Would be incredibly useful for maze/placement-tuning, to determine what kind of hurt your maze can put on a certain type of creep overall, and what you need to add to make it more universally effective.
muggsly74
03-27-2011, 10:51 AM
An in game FPS counter etc.
Psitaylor
03-27-2011, 11:04 AM
A map with 2 mazes.
Shotgun, revolver, crossbow,frosttower,fire tower,poison tower.
A mode where you could control the enemies and try to get them through the maze.
BarxB
03-27-2011, 11:58 AM
We need some AoE centric towers...I think right now the only thing close is upgraded lightnings. Maybe a flame cannon that operates like the current gatlings: Close to floor so has sight blocking issues, maybe have it do some dmg over time as well. More effective to certain nme types - even maybe give some nmes immunity to fire?
Would also love to see a damage over time tower or even better, dmg over time floor panel (similar to slow field) or other types of traps floor areas. Maybe floor areas or block upgrades that allow you to place another tower on top of a gatling "tower"...gatlings are on the floor level after all, while other towers are above.
How about activated areas that upgrade your weapon power when you fire from on them...or even BETTER YET....purchasable "fixed guns" such as a minigun that a player has to man manually to use. Make it have overheating issues so people just don't spam it instead of using their personal weps.
Maybe a mine-gun or perhaps purchasable mines. Not sure if it'd work or be worth it as we already have a launcher secondary fire from the assault gun. I find it lacking the boom factor though. Gimme some stategically placed mines with mega boom any day ;p
Am I the only one that would love to see a TOW missle type weapon. (i.e. a manually controlled "camera missle") Ok maybe thats going a bit overboard ;)
Ok thats enough ridiculous idea spam for now.
Wouldn't do it, though, if I wasn't getting hooked on the game as much as I have been the past 2 days.
inkubus
03-27-2011, 04:30 PM
Seriously, though. I think I'm going to start puking if I can't change the FOV..
LucianDK
03-27-2011, 05:13 PM
PLEASE add a toggle for windowed mode!
Urcheon
03-27-2011, 05:38 PM
Build Mode: Allow building from the Tab overview & place items with a single click instead of holding the mouse button. This would greatly speed up setup. Offer a full refund for any item, only if it is the same phase you placed it to cover mistakes & allow more experimental building.
Wave Difficulty: Each wave should be noticeably more difficult, I found many later waves easier as I built up my defenses. I made it to wave 25 on my 1st try with default difficulty setting.
Faster Game Mode Option/s: for when players don't have much time. Maybe limited wave # & you try & win with the best score. Have an option to set a time limit for the building phase for time management & intense game play. Otherwise I just keep playing until I loose which can take all night. :-) I can save/continue but find it hard to stop mid game.
Weapons: Sniper rifle should stay in zoom mode until you choose to zoom out.
Multi-player Character Customization: Skins or Models would be great but even just some color choices would be nice to stand out. Would be nice to be able to view your own character at some point, like maybe just briefly between rounds or on a key press, maybe a taunt/gesture?
Multi-player: PVP, Creatures vs Humans or both players control sets of both sides? 4 player co-op/vs would be nice.
Editing, Mod support or a Map Editor would be a great way to build a community.
Marketing: This is an excellent game & should be a top seller if it's marketed well and/or it's name gets out. I recommend submitting your game to many blogs & sites like Destructoid for review.
EDIT: Wave Difficulty: Difficulty scale seems fine now. I must have just had a real lucky 1st game.
sodypop88
03-27-2011, 05:44 PM
It would be nice to be able to keep a high score total for each level.
For instance on the Bridge I would like to see if I beat my last score but starting a new game wipes the data...
98cafe
03-27-2011, 07:24 PM
Some of these have been mentioned before, but I included them anyways to add my support for them.
GENERAL
- Make it easier to differentiate between towers in top-down view. Currently it is difficult to tell whether that's a Scatter Laser, or a Lightning tower, unless you squint and look real hard. I'd like to see a method to easily see at a glance. Maybe make it a toggled view if you don't want it permanent, but have it overlay the type and level of each tower (i.e., Gatling level 1 would be G1, Lightning level 2 would be L2, Scatter Laser level 3 would be SL3, etc....)
- Ability to hotkey teleporters so we don't have to go into map view and manually click on the teleporter. This seems clunky to me. Hotkeys would be a good addition.
- a "View all field of fire" toggle in map/top-down view. When toggled, it displays the range circles of every weapon tower you have deployed. Useful for checking on gaps and overlaps.
- Have the range circles take into account line of site when they display.
- Make all weapons and towers that are available in Multiplayer available in singleplayer as well.
- Either tweak the amount of money rewarded, or have hand-held weapons use a different upgrade system. I end up having to ignore upgrading my personal weapons in order to be able to afford building the maze. Perhaps make it so that the more you use a particular weapon, the more points you earn towards upgrading it.
- A Re-do last wave option
BUILDING
- Top-down build mode: It's been requested before, but I'd like to add that this mode should be a "plan then build" mode, so you don't have to keep holding the left mouse button down for several seconds per tower. You quickly lay out your maze, it calculates the total cost, and when you are ready, you click "Execute" and it builds the maze for you.
- Ability to save mazes and then load them at the start of a new game, perhaps blocks only, no weapons (provided you can afford them). Perhaps make this a reward for an achievement? Something like beat medium or hard with 100% core life left.
- A "Clear all" button to sell off all towers at once. Useful when playing around with various maze configurations.
TOWERS
- Core Shield tower: a 3x3 tower that adds a shield to the core. Once the shield is destroyed, the tower disappears. The cost of the tower, and the awkwardness of its size, taking up valuable space, will offset the benefits.
- Bridge: This will between towers over the path in the maze. Aliens can walk underneath it, and it allows players to travel the maze better without having to teleport or jump as much.
- Acid/Napalm: Deals Damage over Time
- Ice: Makes enemies brittle (more susceptible to damage)
- Landmine: Goes on the path itself, and aliens can travel over it. It spawns an explosive that damages anything in the blast radius when touched. Once detonated, the tower will spawn a new mine in 5 seconds (time should be adjusted for balance)
- Sniper: Automated, Long range, high damage, slow output tower that can target air or land.
ALIENS
- Hydra: When killed it spawns a number of other aliens, such as Runners
FARFETCHED
- In multiplayer, give one player the option to play as the aliens, spending resources to construct each wave in an effort to defeat the tower defenses.
My apologies for the very long post, and thank you for taking the time to read it.
Edell
03-27-2011, 07:42 PM
2 teams competition !
Each team has its own core to defend.
+ Option to add a time limit for each "construction round".
+ Add some "sabotage" items to the shop, one time use only (temporary towers shutdown for example).
Unlimited rounds, last team alive gets cookies.
JohannesAspeby
03-27-2011, 11:30 PM
Seriously, though. I think I'm going to start puking if I can't change the FOV..
Hmm... is this something you experience in other FPS? We are using the default Unreal FOV.
PLEASE add a toggle for windowed mode!
You can hit F11 or alt+Enter
It would be nice to be able to keep a high score total for each level.
For instance on the Bridge I would like to see if I beat my last score but starting a new game wipes the data...
Leaderboards will be in the game
Some of these have been mentioned before, but I included them anyways to add my support for them.
GENERAL
- Make it easier to differentiate between towers in top-down view. Currently it is difficult to tell whether that's a Scatter Laser, or a Lightning tower, unless you squint and look real hard. I'd like to see a method to easily see at a glance. Maybe make it a toggled view if you don't want it permanent, but have it overlay the type and level of each tower (i.e., Gatling level 1 would be G1, Lightning level 2 would be L2, Scatter Laser level 3 would be SL3, etc....)
- Ability to hotkey teleporters so we don't have to go into map view and manually click on the teleporter. This seems clunky to me. Hotkeys would be a good addition.
- a "View all field of fire" toggle in map/top-down view. When toggled, it displays the range circles of every weapon tower you have deployed. Useful for checking on gaps and overlaps.
- Have the range circles take into account line of site when they display.
- Make all weapons and towers that are available in Multiplayer available in singleplayer as well.
- Either tweak the amount of money rewarded, or have hand-held weapons use a different upgrade system. I end up having to ignore upgrading my personal weapons in order to be able to afford building the maze. Perhaps make it so that the more you use a particular weapon, the more points you earn towards upgrading it.
- A Re-do last wave option
BUILDING
- Top-down build mode: It's been requested before, but I'd like to add that this mode should be a "plan then build" mode, so you don't have to keep holding the left mouse button down for several seconds per tower. You quickly lay out your maze, it calculates the total cost, and when you are ready, you click "Execute" and it builds the maze for you.
- Ability to save mazes and then load them at the start of a new game, perhaps blocks only, no weapons (provided you can afford them). Perhaps make this a reward for an achievement? Something like beat medium or hard with 100% core life left.
- A "Clear all" button to sell off all towers at once. Useful when playing around with various maze configurations.
TOWERS
- Core Shield tower: a 3x3 tower that adds a shield to the core. Once the shield is destroyed, the tower disappears. The cost of the tower, and the awkwardness of its size, taking up valuable space, will offset the benefits.
- Bridge: This will between towers over the path in the maze. Aliens can walk underneath it, and it allows players to travel the maze better without having to teleport or jump as much.
- Acid/Napalm: Deals Damage over Time
- Ice: Makes enemies brittle (more susceptible to damage)
- Landmine: Goes on the path itself, and aliens can travel over it. It spawns an explosive that damages anything in the blast radius when touched. Once detonated, the tower will spawn a new mine in 5 seconds (time should be adjusted for balance)
- Sniper: Automated, Long range, high damage, slow output tower that can target air or land.
ALIENS
- Hydra: When killed it spawns a number of other aliens, such as Runners
FARFETCHED
- In multiplayer, give one player the option to play as the aliens, spending resources to construct each wave in an effort to defeat the tower defenses.
My apologies for the very long post, and thank you for taking the time to read it.
Don't apologize! We want you to come with feedback.
Just wanted to say that we read all feedback. Even if we don't answer your post, we will read it and take it into account when we come up with new ideas for the game.
Tutamun
03-28-2011, 12:32 AM
PLEASE add a toggle for windowed mode!
You can hit F11 or alt+Enter
F11 does not fully work as I would expect from a windowed mode game... It doesn't feel like this option is supposed to be supported.
Probably this has something to do with this game being a FPS game... but even when there is a cursor in the game (ESC-Menu or TAB-Overview) you can't just 'leave' the game.
I've played around with the game in windowed mode a bit and found this:
- ALT+TAB is much much faster than in full screen mode. :)
- You can change resolution in game... but you then have to manually move the window to a 'center' position.
- To free the cursor you have to press the 'Windows' Key... then it is possible to:
-- move the window around by dragging the title bar.
-- maximize the window through the title bar but staying in windowed mode.
It is not possible to resize the window by dragging it's edges.
Okay, so it seems to be working. And the game even remembers that it was windowed mode and it's resolution when you restart it. (But the position has to be adjusted manually again.)
Still I would prefer an ingame option for windowed/fullscreen mode.
Psitaylor
03-28-2011, 01:25 AM
Orbital bombardment, enemies will go bankrupt.
ensignyu
03-28-2011, 01:39 AM
"Custom" game mode with different options for single/co-op.
- Quick start mode, where you start with a bunch of resources and immediately face off against tougher enemies, to get into the action quicker. Maybe only unlocked after beating the game. High scores would be in a separate list, since it's easier than if you had to protect the core for all those levels.
- A mode where you play a fixed number of waves (e.g. 10 waves), but the core revives to 100% at beginning of each round. Your score for the round would be based on how well your protected the core; possibly 0 if the core was destroyed. This way you're not completely wiped out by one bad round.
HentaiHeroKyo
03-28-2011, 05:02 AM
As an aficionado of all things Tower Defense, thanks for creating such an innovative new title and releasing it on Steam. I saw that you had the Mac version in the works when the UE3 Mac port is done, but I'd like to formally request Linux support.
Indie titles like this will find the Linux community to be welcoming. Check out www.humblebundle.com , run by Wolfire Games, to see that developing cross platform can be profitable. As you can see there, in Humble Bundle 2, another tower defense title (currently on Steam as well) was featured to rousing success! If CoffeeStain is open to go cross platform and DRM-less, selling as part of a HumbleBundle could really boost exposure and profits, without having to give up other avenues like Desura, Steam etc...
Please consider making a Linux version, if possible. Should it not be something that CoffeeStain can undertake or the Unreal engine won't permit any longer, then if you have some Linux users on your staff, please test your title with WINE or CrossOver. Many Windows titles will run near-flawlessly on WINE, with or without various tricks and settings. Just testing with WINE and/or CrossOver and having everything work with the shiny features on and posting this fact on your site/forums/FAQ, will show you've put some thought into Linux use, for a very low investment of time and money.
Looking forward to release and post-release expansions!
Edit: Having played the beta I'm having fun, but have a little suggestion. Would it be possible to increase the diversity of appearance regarding upgraded weapons and towers? Maybe I'm too early in gameplay to see many increases, but it would be nice to see weapons look significantly different as they power up. Towers seem a little better in this regard, but I wouldn't object to a little more "flash' there as well, but the handhelds could really use increased visuals.
In addition, it would be nice to see new towers and weapons added over development. For instance, how about a high-risk high reward Melee weapon, not unlike that of Monday Night Combat's Assassin? As you upgrade the blade it gets longer and new abilities are unlocked, including a grapple secondary function?
serpent666
03-28-2011, 06:01 AM
No idea if its been mentioned before but id love to see a cash trade going on in co-op, so many times ive been 5-10 short of an upgrade and my mate would have that exact amount left over
JohannesAspeby
03-28-2011, 06:33 AM
As an aficionado of all things Tower Defense, thanks for creating such an innovative new title and releasing it on Steam. I saw that you had the Mac version in the works when the UE3 Mac port is done, but I'd like to formally request Linux support.
Indie titles like this will find the Linux community to be welcoming. Check out www.humblebundle.com , run by Wolfire Games, to see that developing cross platform can be profitable. As you can see there, in Humble Bundle 2, another tower defense title (currently on Steam as well) was featured to rousing success! If CoffeeStain is open to go cross platform and DRM-less, selling as part of a HumbleBundle could really boost exposure and profits, without having to give up other avenues like Desura, Steam etc...
Please consider making a Linux version, if possible. Should it not be something that CoffeeStain can undertake or the Unreal engine won't permit any longer, then if you have some Linux users on your staff, please test your title with WINE or CrossOver. Many Windows titles will run near-flawlessly on WINE, with or without various tricks and settings. Just testing with WINE and/or CrossOver and having everything work with the shiny features on and posting this fact on your site/forums/FAQ, will show you've put some thought into Linux use, for a very low investment of time and money.
Looking forward to release and post-release expansions!
Edit: Having played the beta I'm having fun, but have a little suggestion. Would it be possible to increase the diversity of appearance regarding upgraded weapons and towers? Maybe I'm too early in gameplay to see many increases, but it would be nice to see weapons look significantly different as they power up. Towers seem a little better in this regard, but I wouldn't object to a little more "flash' there as well, but the handhelds could really use increased visuals.
In addition, it would be nice to see new towers and weapons added over development. For instance, how about a high-risk high reward Melee weapon, not unlike that of Monday Night Combat's Assassin? As you upgrade the blade it gets longer and new abilities are unlocked, including a grapple secondary function?
About the Linux-version, all I can say is that we don't have the time at the moment to test it with WINE and/or CrossOver. But given the time, it's definitely something we will look into. But first we need to put all our effort in making it work as intended on the PC
But hopefully we will see Sanctum running on both OSX and Linux in a not too distant future :)
HentaiHeroKyo
03-28-2011, 06:45 AM
About the Linux-version, all I can say is that we don't have the time at the moment to test it with WINE and/or CrossOver. But given the time, it's definitely something we will look into. But first we need to put all our effort in making it work as intended on the PC
But hopefully we will see Sanctum running on both OSX and Linux in a not too distant future :)
Excellent and thank you for your time. I look forward to the continued development of Sanctum!
serpent666
03-28-2011, 10:29 PM
In the Encyclopedia, while the arrow keys highlight an object, you have to push enter to change to that one, it would be better if it just automatically changes when you use the arrow keys, also scroll should go up and down on the list.
also it would be cool to see the Encyclopedia on the menu or even on the website, instead of having to go in game to check out units, i still dont know the names of them all, given them all wierd nicknames like squids and beedrills :P
Ithiel
03-28-2011, 11:05 PM
Sorry if this has already been mentioned (or is already included - but if it is, it isn't clear enough, lol)..
In Co-Op Modes, players really need to be able to send credits between each other. This will become especially important when you're looking at having 3+ people.
For balancing, there may need to be some sort of scaling taxing on what is received (% depends on difficulty level). I.e. Easy taxes sending money at 20% (Player A sends 100credits to player B. 80 are received, 20credits taxed), medium 40%, hard 60% or something like that.
Amarantamin
03-28-2011, 11:31 PM
One thing I would like to recommend is removing the loss of income when selling towers. It's one thing that's always irked me in Tower Defense games; I make a lot of money, accidently build/upgrade the wrong tower type, and then resell it at a loss. Or perhaps later waves contain less of certain enemy types, and the earlier towers become less useful; either way, it's a pointless loss of earned resources in my opinion.
Even if this is not implemented, at the very least let's not 'tax' transactions between players (if those happen). Resources being split up is taxing enough, as each player has much less to work with, but it would only hurt more to take away earned resources when they try to pool their resources into one player to get the most bang for their buck.
Amarantamin
03-28-2011, 11:39 PM
For finding new weapons, one simple idea is to make a hand-held version of every tower type. The Assault Rifle is a great example, as it acts like a hand-held turret, but is more powerful in the hands of the player. A series of other weapons that mimicked turret types would be nice, including a lightning and scatter laser gun. It could even be made so that the AA gun can lock on, keeping its air-effectiveness while allowing it to be fired at the ground as well.
Mixing this with the idea that someone else had to lower the cost of a weapon based on how much it is used, it could be possible to have the game calculate all tower types into the weapon upgrades. For instance, if Lightning towers make a large number of kills, then the Lightning gun for every player begins costing less and less to upgrade, and may even become free after a time. At the same time, a limit could prevent this from going overboard; a weapon cannot be upgraded beyond equal towers on the field. For instance, if a player had a level 3 Assault Rifle and a level 3 Gatling tower, they might be required to have at least one level 4 Gatling tower on the field to upgrade their gun. This would promote using the upgrades on the towers, while letting the upgraded towers lower the cost of weapon upgrades for the player.
Urcheon
03-29-2011, 12:34 AM
Refund: Having no tax when you refund a tower would greatly reduce the need to balance anything & to plan ahead, this is a lot of fun for those that like a challenge. Maybe Easy mode could have no tax for a more casual option but definitely not the normal/default & up. It may be nice if there was no tax only if you refund a tower on the same round that you built it to cover errors & to allow experimental building while still retaining the need to plan ahead.
Line of site: In addition to distance, I would love to see a visual representation of line of site in overview mode so it's clear if walls are in the way or not. Or at least have it clearly explained how it works for each tower somewhere.
Amarantamin
03-29-2011, 12:43 AM
No refund tax on the same round the tower is placed would be a good idea, because it covers mistakes without eliminating the need to plan ahead like you mentioned. I certainly see where you're coming from though; part of Tower Defense is building the defense, and some of that challenge would be lost if the whole map could be rearranged between rounds.
Alternatively, a series of 'Custom' game options would be nice; perhaps options that provide or alleviate challenge, but also prevent leaderboard scores so that the boards are balanced. No Tax could definitely be an option there, as well as things like Larger Swarms and More Variety (I.E., 3-4 different enemy types in every wave). A set of on/off options like that would let players tweak the game to the way they want it.
Ithiel
03-29-2011, 12:53 AM
Normally, money is awarded on the basis of 'kill more stuff, get more money', rather than a 'survive round, get money' deal - this gives a greater sense of accomplishment for actually killing stuff (which in some cases, is a real damn trial).
I'd imagine the amount of money rewarded per mob would be a % of what is up for grabs that round (meaning lots of little mobs are automatically worth less per kill and a few big ones are worth more), and that as the total money available per round increases, the per head bounty also increases.
The difference this makes is that there is a reward for not just finishing the level - but for killing everything in it :-)
Drewshua
03-29-2011, 06:44 AM
I would like
-change the color of the crosshair
-separate both players scores on score summary
-more towers and guns and enemies!! :D
Fynmar
03-29-2011, 09:16 AM
I would like some kind of team TD maps.
Like this http://i55.tinypic.com/2vttjmg.jpg
Everyone has his own spawn and space to build but you need to defend one last core after red.
Tutamun
03-29-2011, 09:33 AM
A map with two cores... if you loose the first there is a second maze leading to the second core. Aliens still go through the first maze so you can defend at both mazes.
Psitaylor
03-29-2011, 12:21 PM
A "take a break" option would be great if you have to take a ♥♥♥♥ during a coop game. Just saying, it would be damn convenient.
CARLOSTVR
03-29-2011, 12:44 PM
* Hotkey Teleporter
* Jetpack - Dashing/Flying
* 3+ players maps
* Over the Top Building Mode
* Taxes refundable in the same building stage.
* Player Controlled Towers
* MODES *
CREATE/SELECT CHARACTER - It would make the game feel more personal than just looking at a standar look for everyone.
CUSTOM GAME MODE - Leaving the players the option to select every detail so you can simulate a specific scenario. Map, Difficulty, Resources, Enemies. Enable the ability to save and share custom games with other players.
SURVIVAL MODE - Traditional tower defense style, where waves come at specific time intervals non-stop.
DEFENDER CHALLENGE MODE - This would aimed to have the player defend a set scenario, player wont be able to modify anything on the map and his performance will be key to success. Challenges could be posted by you or by other players, created with the Custom Game mode.
*** MONEY RETURN
* Instead of a set amount of money per round. Money should be awarded based variables like, amount of enemies killed by towers, amount of enemies killed by players, stage clearing time.
AntonWestbergh
03-29-2011, 01:46 PM
A "take a break" option would be great if you have to take a ♥♥♥♥ during a coop game. Just saying, it would be damn convenient.
Agree that it could be useful but currently we have to focus other things. You can take a break by leaving your computers on in the building mode :)
NightHawk8p
03-29-2011, 05:18 PM
-Diagnostic Mode
Send an invincible wave (or combination of waves) through your maze as a simulation at 100x speed/instant. Would be incredibly useful for maze/placement-tuning, to determine what kind of hurt your maze can put on a certain type of creep overall, and what you need to add to make it more universally effective.
THIS. People would buy your game just to test this for other tower defense games. This is a fantastic idea. Also showing which towers did how much damage total / per wave would be nice.
I made an account on the Steam forums to quote this post and make some suggestions for you. Feel special =)
Displaying your IP in game somewhere or having a command you can type to display it would be nice.
Making the aiming reticule be able to be different colours / different symbols is popular among fps games. Atm having it be white while only being able to play on Bridge is driving me nuts.
I saw no indication that when you bought a sniper upgrade you got more bullets per clip. When I found out by accident I restarted and bought the upgrades for it a lot earlier.
Being able to build on top of the gatling guns would be awesome, I've gone to do this so many times because it makes sense and or I couldn't tell I had a gun there to begin with.
Being able to build in an overlay mode is huge, as well as all the people who said being able to place items, an then click "execute" as well is awesome.
Something that Defense Grid does that's awesome is being able to rewind time. You can't go one wave at a time though, it's like 3-5 waves every time you back up which can be enough of a penalty on it's own.
I would like to see the circle showing where a tower attacks not show where its line of sight is blocked. So if there is a gatling gun on a corner it cannot shoot to it's sides so the circle should reflect that.
A sprint function omg please put one in, even if only in the building phase.
I would also like a function that speeds up how fast towers shoot / creeps walk. Like 2x speed, 4x speed etc. Waiting at the beginning of waves and at the end of waves can get annoying, esp when other Tower Defense games have this feature.
-------------
I know I posted a lot here but you have an amazing game on your hands. Thank you for doing the fps part of this game right. I saw Iron Warlord w/e fps td and it was terrible holy crap.
The Televator makes me laugh every time I use it. So props there.
I am addicted already and can't wait to see what you guys do =)
NightHawk8P
mollemannen
03-29-2011, 08:04 PM
4) We have tried this, but we may try it some more. The reason we chose not to implement this feature right now was because of the amount of text the Gatlings produced f.e.
perhaps switching to an ever increasing number would work? even if multiple turrets are shooting at a mob the total will be shown. take a look on the damage in magicka for a reference :D.
also you could make levels underground which doesn't require as much level of detail if you are planning on 3+ player coop. there are loads of inspiration to be found in the old wc3 towerdefence maps. like giving each player a patch to protect will enable you to have an theoretical infinite number of players. this also works for pvp if you make the player able to spawn monsters from their own area to the other players.
edit* also, make the crosshair customizable. white on white doesn't work.
ha de gött! :)
Tturbo
03-29-2011, 08:50 PM
Something awesome would be an indicator in the overview mode, allwoing to see clearly what block represent what. For now only televators are clearly viewable, it's hard to distinguished air and lighting and impossible to clearly see gatlings without hovering the mouse over the blocks.
A little icon over each type a towers would be better (view of a lighting tower from the sky but a icon like it was an HUD, or juste something to allow an identification of the towers and no change to the normal blocks).
I really do think a simple icon in a circle over the special towers with nice colors would be the best idea.
Repeats
03-30-2011, 06:24 AM
Upon the 100's of ideas that you guys have received, why not add one more. I was thinking of 1 more way to play in extermination mode and I call it Tower Overdrive. I feel it is a way to put your hard earned tower funds to good use.
While in extermination mode, you could use your massive button to interact with towers and put them in "Overdrive." This would temporary skyrocket the rate of fire of a tower while linking with the desired tower. I would imagine you would have to change weapons to do this to allow the "tower selection" to be available, but it wouldn't be hard. Also, a cooldown for the ability like all the other weapons would probably be needed as well.
Overdrive would be helpful when you are running after mobs and they turn a corner causing you to lose sight. When this happens, whip out your massive glove and overdrive the tower to inflict some pain while you get into position to intercept the mob group. Alternatively, if you just want to juice up a stacked lightning tower at the beginning, that would be pretty hilarious too.
I know that the game already is hard to micro-manage all the weapons as is, but one more layer of strategy couldn't hurt.
LuNa7ic
03-30-2011, 06:27 AM
A lot of people have suggested a mode where you are the attacker, choosing the creeps that spawn. I'd like to go one better and see a versus mode:
Both players start in the usual manner, setting up their defences and towers, with a timer (90 secs?) before the game starts automatically. After the (third?) wave, they have a new buy menu, allowing them to send special creeps to join the end of their opponents next wave.
To encourage quick thinking and competitiveness, during build mode, if one player signals ready before the timer is up, they get bonus cash for however long they have to wait for the other player. Once ready is signalled, it cannot be undone.
Players can see their opponents maze on the overview screen, and can purchase very expensive temporary debuffs, that slow their opponents movement, or overheat their weapons faster.
Nekomancer
03-30-2011, 06:44 AM
Reminds me of War mode in Sol Survivor, a well done mode where you have to build turrets to defend your base, which increases your upkeep (less income) and send monsters to raid the enemy bases, which increases your income.
I'd like to see something similar in Sanctum.
zikzakzocker
03-30-2011, 09:43 AM
I dont't know, if it has been mentioned, but I would really like to see some maps that have waypoints for the enemies, which they have to pass before they can go to the core (comparable with Gem Tower Defence from Warcraft 3).
Example: http://i51.tinypic.com/105t7ux.jpg
The enemis have to go exactly the way shown by the arrows before they can go to the core. This should make you able to build more different mazes.
I hope my thoughts are understandable.
Regards.
awesome_ninjaa
03-30-2011, 11:18 AM
I definitively want to see team based gamemodes like back in the W3 days... good old times eh
AntonWestbergh
03-30-2011, 12:03 PM
I dont't know, if it has been mentioned, but I would really like to see some maps that have waypoints for the enemies, which they have to pass before they can go to the core (comparable with Gem Tower Defence from Warcraft 3).
Example: http://i51.tinypic.com/105t7ux.jpg
The enemis have to go exactly the way shown by the arrows before they can go to the core. This should make you able to build more different mazes.
I hope my thoughts are understandable.
Regards.
Seems interesting. Might be something we consider for future maps.. :)
Drommen
03-30-2011, 12:49 PM
5 things which is more of polish suggestions to current content:
1. A small but annoying issue are the life-meter on the soakers. Its impossible to see it when u shoot at it as it gets hidden by the massive amounts of damage figures. You shoot and shoot and suddenly it just pops. Maybe it works to put the life meter layered over damage figures on soakers.
2. Randomize damage within a slight range. It shouldnt make any significant difference but it just feels cooler if the damage would differ a bit when pumping 4 quick sniper shots on a spore pod.
3. Im missing a clear-cut countermeasure for the dodgers. Sniping them are way more difficult than spore pods and their jumping trick the slow moving and slow turning AA missiles so AA towers are also less effective.
Maybe nerfing them slightly or make a tower that is effective against them.
4. Id love to see the feedback when using 2nd fire on freezegun bigger and more badass. Also the overheat animation is kinda lame. (see my previous post on this).
5. Display the difficulty level on result screens.
Otherwise I agree with many of above suggestions. High gief moar factor on:
4 player co-op! this would be just be pure awesomeness.
Bosses! Sooo much potential here to make really cool bosses compared to RTS TD...
I also sign on
Not looking down on the ground after teleporting.
A selection of crosshairs. My newbie gamer friend didnt even see that little white dot.
Possibility to adjust the message voice as it is kinda loud.
Other ideas:
Nukes! For those last resort moments. Usable say only every 5th wave.
Random power-up drops from mobs. You only have a limited time to get them which gives you the choice to run and pick them up or stay up on the towers.
Lots of possibilities here for example:
15 secs of double fire rate
15 sec of double damage
core repair by 1 %
instant mininukebomb
10 sec damage aura - jump down and run near the mobs to fry them
15 sec runspeed-up
10 sec timewarp slowmo matrix mode
More result stats that show different weapon and tower dmg and kills.
A selection of playermodel and skins/colours.
A selection of different message voices.
Emotes =P :p:rolleyes::eek::o:D
All for now... GJ on a great game so far :D
Winter Dragon
03-30-2011, 02:31 PM
3. Im missing a clear-cut countermeasure for the dodgers. Sniping them are way more difficult than spore pods and their jumping trick the slow moving and slow turning AA missiles so AA towers are also less effective.
Maybe nerfing them slightly or make a tower that is effective against them.
Edit - Scattershot Lasers? :)
kl0wn
03-30-2011, 03:10 PM
No idea if this has been pitched but I would like to see the ability maybe somehow draw on the overhead view so your buddy can see it. Or at least be able to mark a square with a certain icon that represents a different type of tower. Kinda like how Defcon did it. Me and a buddy were playing and we found that even with voice chat it was slightly annoying to try and describe which tower should be built where.
Mighty_marcos
03-30-2011, 06:55 PM
My opinion:
Medium difficulty is too hard. Easy is just about right.
NightHawk8p
03-30-2011, 08:17 PM
My opinion:
Medium difficulty is too hard. Easy is just about right.
Disagree, I didn't know you could die on Medium =/. Try playing with your map setup.
Hard is just about right imo.
Cascade Effect
03-30-2011, 08:36 PM
First of all, I just wanna say great job so far! The blend of TD and FPS is blended together so seamlessly and feels so natural that while playing I start to wonder why nobody has done this before.
I also love the dynamic between the action of the attack phase and the strategic elements of the build phase. As much as I like the standard TD model, sometimes they can drag out, especially in the parts in which you are simply watching wave after wave of dudes wade into a stream of fire.
Now some suggestions:
1) Difficulty. I've only played on medium in single player so far, however by the later waves I've found that usually my defenses are so built up that everything that tries to get though never really gets farther than halfway though my maze. I think it would be good if the game see the aliens getting owned by a players maze easily to beef their health up a bit the following wave.
2) Gatling Turrents should have bullet effects, as right now, they don't look like their pulling their weight. And hundreds of yellow streams of death plowing into enemies just looks cool.
3) More guns/enemies/levels/towers/etc. All the fun stuff people have already asked for. I'd also like to see more than just two types of enemies per wave. In future levels it would be a good idea to mix things up between the shooting and towers: ie maybe in one level while dudes are moving though your maze another, suprise batch come in from a different direction and the only way to kill them is with your guns, OR an enemy type that can't be damaged by your towers unless you shoot them in a special place (like take out their knee and their armor drops). A special type of tower that you could control would also be neat, make it super awesome, but you can only have one and you get a limit number of rounds per wave (ie: never enough) making it both strategic in where you place it and when you use it.
4) Story. To be honest, I really like the aesthetic of the world/tech/character in Sanctum and it would be really awesome to find out more than just what you see in the level design. Even if its just some between mission briefing or something. Also, I think we all need an answer to the question of where do the aliens get their top hats!
Jet Black
03-30-2011, 10:39 PM
Not critical, but I'd love to be able to remap the 1 and 2 buttons during the building phase (remapping the weapon change keys doesn't effect this).
Also, holding down build and walking across a length to build a wall instead of individual blocks only would be cool too.
Thanks!
NightHawk8p
03-30-2011, 10:59 PM
So I noticed today that the gattling guns can shoot through each other's spaces. This should be in the tooltip or explained at some point.
Thanks =)
dfrechen
03-30-2011, 11:31 PM
I'll sign the post on the first page regarding a server browser. atm i can only join a friends game by his direct ip. Otherwise I'd find useful:
-If you'd be able to customize your character in any way.
-A kill count like on most wc3 td maps.
-I dont know much about the Unreal Engine but will we be able to use Unrealedit to create custom maps?
Twisted Ryu
03-31-2011, 01:11 AM
1.
When you loose, you can get detailed stats, like a map overview [Same as you get when pressing TAB] where you can hover the mouse over the turrets to see how much damage they have done and how many kills they got (if you hover the mouse over a empty space/slow field you can see how many creatures died in that spot)
1.1
Maybe a "did you know" window, where you get random info, like the fastest round, how good/bad your accuracy was or how many times you jumped x)
Shokuji
03-31-2011, 04:13 AM
PLEASE add a toggle for windowed mode! alt+enter
inQ_Q
03-31-2011, 05:03 AM
Most of these proabably have been said already but I shall say them anyway...as I am too lazy to read all the previous posts
1. Have a minimap showing your maze and your location
While running backwards shooting at creeps I have often gotten "lost" because I cant see when to change moving direction
2. In game voice chat
3. In multiplyer, on the map overview (tab) be able to draw so you can show other players how you would like to build...Having something similar to the map on alien swarm where you can draw to show the path you are taking would be nice.
4. Multiplayer versus mode
Two different multiplayer mode:
4.1 A multiplayer mode with the players in different areas so they have to build own towers and have own creep spawning locations. Also a "Shop" where they can purchase creeps to send in the next wave to the enemy player. At the start people get a small amount of gold and with that they can build tower and purchase creeps to send to the opposition.
There are warcraft 3 tower defences like this. A popular one I know of is Tropical Tower Wars.
4.2 A versus mode similar to the previous one explained except the creep spawning is out of the control of the players and they do not buy creeps. Within the mode their could also be a race mode so say the first person to get to every 5th level get some bonus money.
5. The slowfield.
I dont think it should slow the player, just the creeps...although it is quite funny when it slows the in game text to speech voice.
6. The health bar
I saw someone else post about struggling to see them. I have this problem too.
7. Critical stike Tower
Perhaps add a tower when has high rate of fire with fairly low damage but for a small percentage (around 5-10) it can do 2x/3x/4x damage
Oh and great game so far :)
Misoski
03-31-2011, 06:44 AM
I guess most people want an ingame voicechat implemented like Left 4 Dead...
Although most of our regular players got a teamspeak, ventrilo and some use skype (>O_o).
Shotgun tower? Or even more? Like in other games? Guess we are too spoiled by other defense games. :X But we do have an already fine selection, I guess
Systemdir
03-31-2011, 10:28 AM
Suggestions:
- Let us select the display ratio before we select the resolution
- Add tower fov (example (http://dl.dropbox.com/u/6031526/sanctum/suggestion1.jpg))
it took me some time to understand that towers have a fov
- The gatling tower doesn't feel like one (compared to the ut2004 gatling gun for example) because a gatling has a short delay before shooting and it doesn't sound like it shoots with bullets
- The core could start to pulse and get a red colour when close to imploding
- Maybe add some invisible enemys (detection tower/weapons?)
- Add some coop features like the ut2004 linkgun (power up your teammate who powers up a tower gives a hudge tower dmg bonus)
- I really dislike the pink button (http://dl.dropbox.com/u/6031526/sanctum/suggestion2.jpg) in the left hand because it doesn't fit in the mood in my opinion. A little hologram of the currently selected tower/weapon instead would be a good interface feedback and would look better.
- Add some little icons in the overview to show where the towers are and add an information box when hovering over them that shows the level,dmg,kills...
- Maybe add a progressbar in singleplayer (and a completed percentage when loading a savegame)
- Instantly place blocktowers (or very fast)
Its really annoying because it just eats time for nothing and you have to build your maze every round you play
- Maybe make towers upgradable even after the buildingphase but with a high delay
This would add a strategic aspect:
Upgrade the tower while the wave is coming could mean more damage but it could also mean that you miss some enemy units because the tower is not ready to shoot
- Add more advices and don't play the same advice over and over again (yes I know that I shouldn't underestimate the teleporters :o)
- Add a good/weak versus list to the towers (its really difficult to tell at least for me which tower to build against the next wave)
- Add the corresponding hotkeys to the tower/weapons tab in the building mode (eg. (1) Towers | (2) Weapons)
- Draw the current enemy path in the overview
- The grenade of the assault rifle could bounce and explode when hitting an enemy
- The Weapons could take longer to recharge when overheated
- Maybe add an interface element that shows the Hp and information of the current targeted enemy (the hp bar is hard to see when shooting with the assault rifle on the enemy in close range)
Suggestions I support
- make it possible to plan your maze in the overview (maybe make it possible to draw where each player has a different colour)
- Change the sniper dot because its really hard to see
- I like the waypoint idea so you could make a maze where the Enemy needs to get in and out again.
- Its really annoying that the sniper doesn't zoom in after the reloading animation
- Make the "press Enter" screen clickable :)
- This game really needs a Minimap (to tell where the enemys are)
Bugs:
- Jumping while being on an moving elevator
- Beeing in the overview perspective while dying lets you miss the dance performance :eek:
- Some visual bugs when maximising (example 1 (http://dl.dropbox.com/u/6031526/sanctum/bug1.jpg)/2 (http://dl.dropbox.com/u/6031526/sanctum/bug2.jpg)) (Systeminformation (http://dl.dropbox.com/u/6031526/sanctum/DxDiag.txt))
Little question:
- Steam tells me that I own the game though I only registered a betakey from your facebook page. Will my copy get locked after the game is released?
WheresTheSwitch
03-31-2011, 11:17 AM
Any hints as to what kind of Storyline/Game progression will be implemented (If at all)? Some sort of linear map to map or would you choose your next map?
AntonWestbergh
03-31-2011, 11:37 AM
Suggestions:
- Let us select the display ratio before we select the resolution
- Add tower fov (example (http://dl.dropbox.com/u/6031526/sanctum/suggestion1.jpg))
it took me some time to understand that towers have a fov
- The gatling tower doesn't feel like one (compared to the ut2004 gatling gun for example) because a gatling has a short delay before shooting and it doesn't sound like it shoots with bullets
- The core could start to pulse and get a red colour when close to imploding
- Maybe add some invisible enemys (detection tower/weapons?)
- Add some coop features like the ut2004 linkgun (power up your teammate who powers up a tower gives a hudge tower dmg bonus)
- I really dislike the pink button (http://dl.dropbox.com/u/6031526/sanctum/suggestion2.jpg) in the left hand because it doesn't fit in the mood in my opinion. A little hologram of the currently selected tower/weapon instead would be a good interface feedback and would look better.
- Add some little icons in the overview to show where the towers are and add an information box when hovering over them that shows the level,dmg,kills...
- Maybe add a progressbar in singleplayer (and a completed percentage when loading a savegame)
- Instantly place blocktowers (or very fast)
Its really annoying because it just eats time for nothing and you have to build your maze every round you play
- Maybe make towers upgradable even after the buildingphase but with a high delay
This would add a strategic aspect:
Upgrade the tower while the wave is coming could mean more damage but it could also mean that you miss some enemy units because the tower is not ready to shoot
- Add more advices and don't play the same advice over and over again (yes I know that I shouldn't underestimate the teleporters :o)
- Add a good/weak versus list to the towers (its really difficult to tell at least for me which tower to build against the next wave)
- Add the corresponding hotkeys to the tower/weapons tab in the building mode (eg. (1) Towers | (2) Weapons)
- Draw the current enemy path in the overview
- The grenade of the assault rifle could bounce and explode when hitting an enemy
- The Weapons could take longer to recharge when overheated
- Maybe add an interface element that shows the Hp and information of the current targeted enemy (the hp bar is hard to see when shooting with the assault rifle on the enemy in close range)
Suggestions I support
- make it possible to plan your maze in the overview (maybe make it possible to draw where each player has a different colour)
- Change the sniper dot because its really hard to see
- I like the waypoint idea so you could make a maze where the Enemy needs to get in and out again.
- Its really annoying that the sniper doesn't zoom in after the reloading animation
- Make the "press Enter" screen clickable :)
- This game really needs a Minimap (to tell where the enemys are)
Bugs:
- Jumping while being on an moving elevator
- Beeing in the overview perspective while dying lets you miss the dance performance :eek:
- Some visual bugs when maximising (example 1 (http://dl.dropbox.com/u/6031526/sanctum/bug1.jpg)/2 (http://dl.dropbox.com/u/6031526/sanctum/bug2.jpg)) (Systeminformation (http://dl.dropbox.com/u/6031526/sanctum/DxDiag.txt))
Little question:
- Steam tells me that I own the game though I only registered a betakey from your facebook page. Will my copy get locked after the game is released?
Thanks for a huge bunch of valuable feedback! :D
Some of it we're already on, but you shed some light on some things we can get into the game. For example instant tower-placement should get into the game play options.
Best
Anton
mollemannen
03-31-2011, 12:54 PM
just a reminder. try making an ever increasing number on top of every enemy instead.
Tutamun
03-31-2011, 02:56 PM
Finally I was able to play two coop games yesterday. We got gliders and dodgers in the 5th wave... and my aiming is crappy... so we lost most of our core and were defeated in wave 7 when other stuff came through as we decided to save money for weapon upgrades in the next round instead of upgrading towers now. Now to my ideas.
Having this 'very random' coop mode is fun... but nothing for leader boards/competition/etc. I think.
Modes that could be fun:
1.) Weekly challenge
- every week a unique monster/wave distribution is randomly chosen.
- the monsters you encounter on each wave stay exactly the same for the full week. For everyone playing this weekly challenge.
- e.g. starts on monday and ends on sunday.
- leader boards show the highest score everyone obtained in this week.
- you can try as often as you like to reach the highest score.
- on sunday/monday the winner is determined and listed on a separate leader board. Then the next weekly challenge starts.
- show how often each player has won the weekly challenge. And remember the highest place each player reached in the weekly challenges. (Or something along these lines.)
2.) Tournament mode
The idea is that it should be more meaningfully to compare scores (or how many waves you were able to survive). Now if you see someone reaching wave 50 they could just be very lucky or very very good. (Okay I know that reaching wave 50 is more than just being lucky... ;) but not being able to reach wave 50 could also just be because of repeated bad luck.)
In this mode there should be nearly no 'bad luck' situations making you loose without being able to do anything about it. It should get harder and harder... and finally nearly impossible to win a wave... but not because you had very bad luck on the wave you got.
- keep random monster/wave but restrict it so that the difficulty rises more slowly for everyone/every time.
Example of restrictions:
- first 10 waves no fliers (or at least no dodgers ;)).
- first 20 waves no double of the same monster type.
- first 30 waves no double fliers.
- start off only with easy monsters. Bring in harder monsters every few waves.
(Not to the point that every game starts with the same monster though. ;))
- (mini) bosses every 5 levels starting from level 10.
- (big) bosses every 10 from level 20.
- start with only one monster type in the beginning (like it is now).
- then spawn monster combinations that are easy to cope with.
- keep the difficult monster combinations to later levels.
- maybe send in difficult combinations every 7 levels.
- raise the hitpoints and the number of the monsters slower.
You probably have better ideas/understanding of your game... but I hope you get the idea. :)
3.) A mode with tougher monsters... but considerably less monsters in a wave.
- Somewhat like soakers now... Two or three tanks should be relative hard to beat.
- I find it silly when there are 10 or more tanks and you can kill each one relatively fast... but have to hurry to kill all of them. (They are tanks after all.)
- okay, even in this mode there is place for lots of little weak swarm like monsters... I just want the tanks to be tanks. ;) And even normal monsters not just cannon fodder but each individual a threat you have to deal with.
Probably just me, but I like to shoot at less but stronger enemies. ;)
Other ideas:
4.) When host is ready for the wave there is a 90 seconds countdown to start the next wave. Make this an option a host can turn on/off. (I think you need this once you can play coop with more that 2 people. And also once you can play with random people through a lobby.)
The host being able to kick 'bad' players/let new players join during a level is probably also a good idea.
5.) Leader Boss
- Other monsters follow the (slow) leaders.
- mini leaders are just a bit tougher than normal monsters.
- big leaders protect the monsters following them (shield/absorb damage).
- when leaders die the other monster do their normal stuff (e.g. runners start running).
Tactics: Sometimes it can be good to kill leaders fast. At other times it is better to let them slowly lead the fast guys through your towers.
6.) A more varied waves mode
Why just send two types of monsters? And why so many of the same type at once?
It could be interesting to send three, four or even more different monster types in one wave. Of course you should then reduce the number of monsters of the same type in the wave. (e.g. Two floaters. One tank. Five walkers. Three big walkers.)
Combine this with leader bosses.
This would (hopefully) require totally different tactics than with current/other modes.
Abbert
03-31-2011, 03:41 PM
Dont know if this has already here but a way make save load building templates
TemptedNZ
03-31-2011, 08:37 PM
As it stands in Co-Op you can spend around three hours getting to level 50 which imo is a pretty decent length of time. The only gripe I have difficulty wise is air, I believe you shouldn't get air on waves of three groups and I believe you shouldn't get double air at all.
These are the 2 situations at the moment that are not winnable.
You could change it by decreasing their health dramatically as well, I don't think you have taken into account the difficulty of shooting them PLUS them ignoring the maze PLUS their health, 4 shots per dodger with a level six sniper when the anti air has massive difficulties hitting them and the only other alternative can be occupied with ground groups? LOL
Any other difficulty changes will see co-op players able to play for far too long once the game is figured out, the air on the other hand is simply unbeatable and it feels like a cheap luck based loss when they occur in the above configurations late game.
Personally I am glad there's a money level cap, the game would go on way to long if it kept rising, I do feel like there could be additional levels to the weapons tho, maybe with diminishing returns? It should be a ramp up to failure not a "oh well, that combo is physically impossible to beat with the tools at our disposal, game over."
Having so much fun with Sanctum, my hat really is off to you and I am really impressed with your dedication to responding on the forums. Last Dev this keen was Uberent with MNC. Thank you.
Sevhead
04-01-2011, 12:54 AM
I'd love gamepad support, lots of Steam games officially support the Xbox360 controller and I could see great potential for it in Sanctum.
DanielLundwall
04-01-2011, 12:57 AM
I'd love gamepad support, lots of Steam games officially support the Xbox360 controller and I could see great potential for it in Sanctum.
Hey Sevhead.
We do have game pad support, mainly for the Xbox360 controller. But not all functions are implemented, like the Overview mode.
west_ninja
04-01-2011, 12:58 AM
Please change the main splash screen from (Press Enter to continue) to be responsive to any key or mouse click
A fast-forward key. If held down, increase the game's speed during the attack phase. Those Spore Pods are sloooow
A way to start additional, simultaneous phases. (Maybe hold down the Enter key?)
More Tower types. I have a few suggestions too!
Warden Tower
Only targets creatures outside the playing field
Control(/Zombie) Tower
Causes a creature to attack other creatures
Launch(/Drone) Tower
Launches a small aerial drone (1 per level) to attack a single creature. Drone returns to tower before attacking another target
Sniper Platform
Upgrades Televators to raise higher, provides xx% additional damage (based on level)
Boost Tower
Gives adjacent towers xx% additional damage (based on level)
Bombard Tower
Attacks ground only. Deals splash damage. Minimum range of 2, max range of 5 squares.
Saw Tower
Attacks Ground only. Slashes at creatures with deadly spinning blades
Immolation Tower
Attacks ground only. Sets creatures a blaze.
Acid Tower.
Attacks ground only. Pours corrosive chemicals on creatures. Chance to spread to other creatures
Alyxandor
04-01-2011, 02:55 AM
I have played through a ton of multiplayer matches and have come to the conclusion that there is one small feature that would make a huge difference to how players could get an advantage from being good. Simply add a resource value for each enemy that you get when they die. This could be a very small amount like 1 and have it increase every so many waves.
Also, and this is a huge part of my suggestion, have a bonus resource amount if you get the killing shot with your gun. This would make players like myself who prefer the more hands on approach get a nice bonus for being more active. This would give more players an incentive to go for upgrading guns over focusing on towers. I think that this would open up a whole new set of strategies to the game.
I hope that people agree with me on this as I would really enjoy this feature being added. I think that this feature would be key to being able to finish the later more difficult waves as it seems in multiplayer that after wave 10 the enemies become way more powerful than your guns or towers can handle with the current amount of resources you earn.
DanielLundwall
04-01-2011, 03:27 AM
Hey Alexandor.
We've had that idea and discussed it in the past. I was pro giving the user a reward for various stuff, but what do I know, I'm not a game designer. Let me tell you why we didn't include it.
Just as you say it would benefit your style of play. But would be hated by the more "Tower minded" players. And that wouldn't be fair.
The other reason is it would become a kind of double punishment if the enemies reach the core. You would lose Core Life and lose the bonus resources. It would also make you enter a negative spiral where more enemies run through and you would lose more resources so the next wave you wouldn't have a chance to repair your mistakes, more enemies reach the core and you lose even more money and so on.
Alyxandor
04-01-2011, 03:54 AM
Hey Alexandor.
We've had that idea and discussed it in the past. I was pro giving the user a reward for various stuff, but what do I know, I'm not a game designer. Let me tell you why we didn't include it.
Just as you say it would benefit your style of play. But would be hated by the more "Tower minded" players. And that wouldn't be fair.
The other reason is it would become a kind of double punishment if the enemies reach the core. You would loose Core Life and loose the bonus resources. It would also make you enter a negative spiral where more enemies run through and you would loose more resources so the next wave you wouldn't have a chance to repair your mistakes, more enemies reach the core and you loose even more money and so on.
For the idea I was trying to get across was that the resources you gain from enemies being killed would supplement the amount you received at the end of the wave so that any amount earned from the bonus of killing them directly or the small amount earned from each kill would be extra. That way even if you don't kill any with your gun you would receive the same amount at the end of the wave. At the very least you should get bonus resources for each kill you get with your gun. As I stated before it would be a nice incentive for trying to kill aliens yourself and a reason to want to upgrade your guns further.
So to sum it up, you should receive the normal amount as always at the end of each round but get extra resource points for each enemy killed by a gun. I hope I explained it better this time :)
Also to offset people from feeling that the y have to use the gun to get more points, you could have a tower that affects towers in a radius around it by making those towers give a resource bonus per kill. That way everyone is happy.
TheKillerBeeXL
04-01-2011, 06:14 AM
To start off I am a fan of the tower defense (TD) genre, and have played a bunch of them on flash websites, mods for Starcraft 2. I think by playing other TD games I have gotten a fair understanding of the genre, and is a great way to shape idea’s for this game. Even though the whole FPS part of the game is new and changes things quite a bit. Some idea’s I will name are things to be added, some things to be changed and some to enforce other idea’s already mentioned.. To make it easy to read back I tried my best to divide the idea’s over some categories. I am not a programmer, so these idea’s might be harder to implement than I would have thought.
General
Balance player and tower damage
Make player weapons and tower damage balance out better. Most of the games I played, I spend much more money on towers, yet I still do like 70% of the damage as a player (and I even suck at hitting the weak spots). I think this should be balanced out more. To give the tower defense part of the game more use.
Decrease air enemies health
Air enemies get harder the longer you are in the game. Since they keep gaining health. Having to shoot dodgers multiple times with an upgraded sniper rifle is too much if you ask me. They avoid the maze, and that should be their main difficulty. Not their health, we have ground units for that.
Reduce randomness spawns
Maybe change the randomness of which mobs you get a little bit. Sometimes wave 6 can be crazy hard, while wave 14 is a walk in the park. It just feels weird that such a high wave can actually be easier to do than one of the starter waves. I think this is mostly because of the random nature of which mobs spawn. Maybe predefine all combinations, and give them a score based on how hard this combination is. Then for example wave 1 to 5 would only use combinations of category 1, wave 6 to 10 category 2 and so on.
Add softcore/harcore mode
In softcore mode, you will be asked at the end of each wave if you want to retry. In harcore mode, there is no way you can go back. Even not if your core is destroyed (unlike now, when in single player you just get set back 2 waves). These modes can also be used to make co-op games more interesting. Softcore also makes you able to learn which set ups work better for each type of wave/enemy. More like a trial and error. And so prepares people for the hardcore mode in a playful way.
Weapons
Increase slow on freeze gun
Increase slow of the freeze gun, since I feel freezing a group of enemies is much better than slowing them. Or perhaps you should increase the amount shots when using normal fire.
Link gun
Add something like the link gun, as they have in UT. So normal attack fires plasma rapidly, and alternative fire is a beam that can link with your allies. And perhaps add an enemy that is exceptionally vulnerable for this weapon when it is linked.
Mine gun
Normal fire could place a mine on the ground in front or under you. Alternate fire could launch a sticky mine, which detonates after a few seconds after shooting it.
Lightning gun
Normal fire shoots lightning at 1 enemy. It does a lot of damage, and functions more as the sniper rifle for short range. Alternative fire would chain the lighting to more enemies, but instantly trigger the cool down. Upgrading the gun would make the chain contain more enemies. This gun could also be used to increase the fire rate of a lightning tower(s) by shooting at the tower. For example with chain lighting you could increase the fire rate of multiple lightning towers.
Flame Thrower
Does damage to enemies who get caught in the fire. Does increased damage to cold targets, which is the main purpose of this gun.
Rocket launcher
Normal fired shoots a rocket at a straight line to the target area. Alternative fire launches a heat seeking missile. Nice for shooting air targets that move fast. Possibly best combined with air enemies that do not have heat signatures. But also useful to shoot at the ground, to shoot those little enemies that come in big numbers. With the rocket launcher you can shoot them before they come close to you.
Enemies
Turtle
Enemy that has a very thick skin (or shell). Which is only vulnerable to focused fire on the same spot. If not focused all damage is reduced to 1 damage. The link gun is the only weapon that focuses enough when linked to deal a lot damage to this enemy. This enemy is however slow, and does not come in big numbers.
Ice harpy
Air enemy that has no heat signature. This enemy would have a blue weak spot to make it clear this enemy is cold. This enemy is mostly a counter for if the rocket launcher gets implemented.
Ice walker
This enemy is like a normal walker, but has blue colors. This enemy is vulnerable for fire and the rocket launcher alternate fire will not lock this unit.
Jumper
This enemy can jump over blocks that do not have a tower on it. Rendering your maze less effective if it is just a bunch of blocks without towers. They can only jump over 1 single block however, they cannot jump over multiple blocks or walk on top of them. This increases the need to place tower everywhere, instead of only upgrading those in key places.
Air soaker
Have something like the soaker in the air (requires a fast fire anti-air turret probably).
Towers
Global upgrades
Like at the moment you can build towers under 1-key, weapons under 2-key, you could add global upgrades for towers under the 3-key. These bonusses would be added to all towers. To not make this overpowered, it probably would be increases in low percentages. For example if you upgrade damage, increase it for just 2% for each level, making it do 12% at max level. Things that could be upgraded would be damage, fire rate, range and line of sight. Or you could add upgrades for each tower individually, that works globally for all towers of that type. But that would stack with the other upgrades you can put individually on each tower.
Increase range anti-air tower
The current anti-air tower could get an increase in range. So they can shoot at gliders earlier and makes them more effective against the air.
Anti-air chain gun or flak
Add another anti-air tower that doesn’t use rockets but for example flak rounds. Or maybe just make it a fast fire turret like a chain gun that shoots in the air. Mostly to counter the soaker in the air, but I would probably prefer this type of anti-air over rockets anyway.
Link tower
Towers that work like a link gun (could also be called laser tower maybe). If you place multiple within range of each other, they can do massive damage. Also would counter enemies that can only be killed by the link gun.
Flame trap
This would be placed in the same way as a slow field. However, if a enemy walks on it, a couple of small flamethrowers in the ground will shoot fire up in the air. Dealing massive damage for each second the enemy is in the flame. And leaving a damage over time effect on the enemy, having a diminishing amount of damage per second over the next couple of seconds. However, enemies cannot be frozen when they are being burned.
Beam tower
This tower fires a beam, that shoots through enemies and damages all enemies in its path. This tower is ideally placed at the end or beginning of a straight path. So it can fire through multiple tiles filled with enemies. The fire rate of this tower would of course be low.
Charge tower
Add a tower that gains more fire rate and/or more damage the longer it fires (if it stop to fire this effect would decrease pretty fast). So when it fires, it charges itself to become stronger. In my experience tower deal more damage to units that walk upfront, and deal less damage to enemies that walk at the end of a wave. Adding some of these turrets to your maze could counter this. Also these turrets would be very nice against soakers if you freeze them in front of these towers. The base stats of this tower would not be very impressive though.
Multiplayer Co-op
Add a difficulty setting
So players who are not experienced with the game yet can actually get passed wave 8.
Fix boss waves
At wave 10/20/30 etc. (which I would like to think of as boss waves), make sure there cannot be more than 1 air enemy. Having a group of gliders and 2 groups of dodgers coming for your core is insane hard. Especially at wave 10, when you still have very little defenses. Losing against that feels very bad, since I can’t see what can be done to survive it. Perhaps even make it so all waves never have more than 1 air enemy. Since they do make your maze pointless.
Decrease health gained each wave
Let the health of enemies increase less for each wave. Having to hit a tank for 8x with a level 4 sniper rifle at wave 8 is a lot. Certainly in their numbers. But there are also other enemies that just become too crazy this early in the game, while others form no problem at all. I just find it weird my brother and me have no problem finishing single player in hard, but have only reached level 12 in co-op. Unless co-op is always played in insane mode. Also wave 1-5 are a piece of cake, but after that the difficulty rises too fast in my opinion.
Multiplayer Versus
Standard mode
This mode basically is versus like you see in any other TD game/mod. Each player or team has their own maze, which is equal in size and shape. The spawns coming for the player is equal in number and type. Whoever manages to keep their core above 0% the longest wins the game.
Rival mode
This is a game type which I saw in a web-based game (but forgot the name sadly) and it also is found in a Starcraft 2 mod. It would be the same as standard mode, except that the players will be sending the waves. They will need to spend resources to send waves, and need to spend resources to unlock more mob types. Since this game is 3D you probably need to limit the amount of mobs allowed to be spawned at the same time (for example each player may only have 200 mob spawned at max). You probably also need to limit the mobs ready to be spawned (for example there are never more than 10 walkers ready to be spawned). Killing mobs will give the team that kills them money. But to make this game type work there needs to be some money gained over time. This way the battle will become more intense the longer the game comes on. This can be done in two different ways. Spawning a group of mobs would increase your income by x amount per minute. And you could gain a standard income every minute next to it. It is very important to make the income increase when spawning mobs in this mode. This will give the players the difficult decision to increase their defense or increase their income. And by doing so ensures players will keep sending waves throughout the game.
Competitive mode
In this mode is pretty much like co-op but with the exception that the game is won by scoring more points than the other player(s). Shooting at each other with for example the freeze gun could be one of the tactics that make you score more points than your opponent. However this type of play will of course make it harder to keep the core alive. This could make it a very interesting mode however, and give more for the FPS fans in here.
This is pretty much all I could think of at this moment, hope it helps you make this game even better. Or perhaps it inspired you guys in other ways :).
Kenji_03
04-01-2011, 08:42 AM
I like the idea of the game but please make the FPS side of it better. You could do this by making upgrades like "movement speed" in the buy menu (#3), I'd pay 50 resources for +5% movement speed, and 100 for another 5% since your char moves SO slow.
Also, when you "teleport" why do I face the ground? Can you make it so I auto-look to 90 degrees (eye level)?
And PLEASE make it so I can turn off that robot girl's (not the player girl) voice? I don't need to be reminded every level "you can sell blocks" and stuff.
The FPS add on gives you something to do while TDing, and I was very happy I bought the game, now just make the "reminder voice" optional and the teleport change. If you fix those 2 this game will easily make a weekly play for me.
Armorage
04-01-2011, 10:14 AM
I dont know if this was said before but it would be neat if the game allowed some modifications so people can make a map that adds a custom game mode along with a server browser it would make the game killer imo. I know personally i love playing mods for games and have known to sink hours into a game playing said mods. Maybe thats a sanctum 2 project but hey doesnt hurt to ask!
Tubular
04-01-2011, 12:02 PM
Please let us Bind ALL keys! Such as setting our own bindings for '1' and '2' (tower build mode or weapon build mode)
I play on my numpad and reaching all the way across the keyboard to hit the Non-KP '1' or '2' buttons is a long move!
Sevhead
04-01-2011, 12:38 PM
I'd love to be able to reload the sniper rifle instead of waiting until the clip is empty, and an idea i've been mulling over is some kind of turbo that increases the rate of fire of towers, but the players cannot shoot for a short time, or vice versa?
klock
04-01-2011, 02:34 PM
First off, Great job on the game! I have probably dumped at least 10+ hours into this in the last couple days trying out various strategies and tactics.
A couple of things that I think would enhance the game.
1) Manual Reload on the sniper rifle
- I am CONSTANTLY hitting the 'r' key to reload and have frequently just emptied the clip to reload. This occurs most often for me during the creatures first entry when I am trying to snipe from long range and optimize my DPS.
2) In the encyclopedia screen, show the current hit points of the different creatures each wave.
- I would really like to know just how many hit points those soakers end up with in the later levels on hard and in multiplayer :)
3) Clean up the multiplayer interface
- This has been mentioned plenty of times before and you have stated you are working on it, but there it is
4)Interest on currency
- The dilemma of saving vs. spending has always been a mechanic I find compelling
5) Sandbox mode
- It would be interesting to be able to test various wall/tower configurations and how they work against different creature combinations. Since running through to wave 20+ takes quite a while (and especially on hard it is difficult to tell how much good the towers are doing). Optimally the sandbox would be a game mode which would give you the ability set the wave difficulty, creature composition, and wave equivalent cash.
6) Different Game Modes for co-op and single player
- A few different ways to play the game would really extend the life of the game. A few I would personally like to see are:
Endless mode: same set up as multiplayer but without the need for a friend
Handicap mode: I play with a few people who are not as good as I am at FPS and/or don't really enjoy high difficulty (i.e. hit the crit every time or you fail) so being able to give myself a handicap would be a good compromise.
I am personally most attached the #2. I would really love to see the creature's hitpoints and how they change with difficulty/wave number.
Thanks for all your hard work and the innovative game!
SlashmanV
04-01-2011, 03:11 PM
There is already a lot of great feedback here so I won't bother repeating all the stuff that people already posted.
One thing I DO think would add some interesting flavor to the game is the possibility of enemies that adversely affect the player in some way. Whether they can stun, immobilize or otherwise impede you.
These could be enemies that don't go for cores...but instead attempt to stop you from doing your job.
TunnelRunner
04-01-2011, 03:50 PM
I hope Im not repeat...
- Show (in menu?) actual difficulty. I like to know what dif. Im playing after loading old save.
Tower tips:
- Aura towers - global? boost of damage/fire rate/accuracy. May be one per player = good for coop...
- Damage Over Time towers/traps like: Radioactive goo trap - slowly damage monster ignoring armor…
- when player spend no credits in round, I like to be asked if Im realy ready for next round (I hate accidental enter hits…)
sniper rifle zoom after reload - possible easy solution: make check box in settings "keep zoomed after reload". (I love when you have lots of settings, and for BFU it can be hidden in advanced settings…)
Tutamun
04-01-2011, 05:53 PM
Multiplayer Co-op
[list] Add a difficulty setting
So players who are not experienced with the game yet can actually get passed wave 8.
Hah! Today we lost on wave 9. ;) It was nice not to loose on wave 7 as the three games before... but it was still frustrating. We had no clue what we could do better. (That was before the patch.)
Even if you lower the difficulty / balance co-op before release I would like to have a difficulty setting in co-op. There are people who are simply not that good (or take longer to learn) but still want to enjoy the game.
You could have a leader board for each difficulty. (You could call the easy/medium difficulty the training mode.)
Facing the ground
When you teleport you look straight down at the floor.
I can understand that it is better for orientation...
Did you try teleporting with still looking down but with just a slightly raised view? Something like 15° or 35°. Would this work better?
How about options where people can set the behavior when teleporting?
- face same direction and angle as before teleporting [on/off].
- always face core [on/off].
- always face monster spawn location [on/off].
- raise view by [0 - 180°].
TemptedNZ
04-01-2011, 07:03 PM
A small thing, but it would be nice if when you quit a game and end up on the title screen you could push ESC to bring up the "Do you want to quit" dialogue instead of having to go forward a screen to the main menu and then click exit.
stratus41298
04-01-2011, 10:26 PM
-
- Bonus Rounds!, if players are close to loosing there could be a bonus round where enemies just spawn but dont go towards damaging the core, giving them an extra bit of cash
- Being able to jump in a turret and focus fire on an enemy could prove very usefull if implimented right
Thats all i can really think of at the moment
The FPS Turret idea is AWESOME. At least some way to focus fire. It's really hard to shoot those jerks in the back when your laser towers keep hitting the next guy in the front.
A block to stand on out in the field near the boundary would be cool so you don't get trampled. i'm not sure if that would break the game or not.
Also, its really annoying trying to add new stuff when every time I swipe by something it switches to that turret to upgrade. This has led to many accidental upgrades while trying to build something else.
craziplaya21
04-02-2011, 01:32 AM
I wonder if it would be possible to implement a way for us to save our mazes so that we don't have to rebuild them each session....
Kaune
04-02-2011, 01:47 AM
Hotkey-ing teleports would be great. Would allow us to move around easier.
ShadowOrigin
04-02-2011, 01:49 AM
It would be great if there was a way to tell how much total damage each tower has done. Specifically, there is a box that pops up when they're highlighted which shows their other stats such as damage, rate of fire, range, etc. If the box were expanded a tiny bit, you could also fit in the total amount of damage done. This would help out a lot to see how well a tower is doing in its current placement, allowing players to better place things on future playthroughs.
Total damage done placement (http://img718.imageshack.us/img718/4394/damagedone.jpg)
The damage each tower has done seems to be tracked by the game anyway, so updating each tower to display their total done shouldn't cause too much additional overhead, right?
TemptedNZ
04-02-2011, 04:42 AM
It would be great if there was a way to tell how much total damage each tower has done. Specifically, there is a box that pops up when they're highlighted which shows their other stats such as damage, rate of fire, range, etc. If the box were expanded a tiny bit, you could also fit in the total amount of damage done. This would help out a lot to see how well a tower is doing in its current placement, allowing players to better place things on future playthroughs.
Total damage done placement (http://img718.imageshack.us/img718/4394/damagedone.jpg)
The damage each tower has done seems to be tracked by the game anyway, so updating each tower to display their total done shouldn't cause too much additional overhead, right?
Awesome idea is awesome.
҈Oc†ө
04-02-2011, 05:45 AM
There is already a lot of great feedback here so I won't bother repeating all the stuff that people already posted.
One thing I DO think would add some interesting flavor to the game is the possibility of enemies that adversely affect the player in some way. Whether they can stun, immobilize or otherwise impede you.
These could be enemies that don't go for cores...but instead attempt to stop you from doing your job.
I agree 100%, and i'd even let enemies kill you. It's kinda weird to play a FPS where you can't die.
The tower defense side of the game is very good, just allowin to build towers within the TAB view and add more content and it'll be perfect.
But IMHO the FPS side could be improoved a lot, as many others already suggested.
Fox_McCloud
04-02-2011, 10:23 AM
Steam Cloud
have more than 3 maps at launch
҈Oc†ө
04-02-2011, 03:39 PM
have more than 3 maps at launch
+1 :)
Stomp-N-Romp
04-03-2011, 01:56 AM
I'd like to see the end game screen break out stats for the co-op players individually, not lumped together, thanks.
Zalir
04-03-2011, 05:17 AM
I'd like to see the end game screen break out stats for the co-op players individually, not lumped together, thanks.
I /sign at that :)
Another suggestion if we can safe the top view from our mazes in a little window on the right of the interface that we can open and close. So we can rebuild them from that template, that would sure help allot of us.
xXFreeekXx
04-03-2011, 10:04 AM
Not sure if they have been mentioned...
Also, awesome game! =D love it!
1-- The ability to build gattling guns beneath every other type of block. (this is probably too much effort/ (a lot would have to be changed in regards to health and damage), but it seems like wasted space. "That Gattling Gun would fit perfectly under that AA tower"
2-- The Assault rifle to have a range increase for flying targets.
Not so much to shoot them from when they float towards the maze... but when they are directly above you, the assault rifle only has the range to hit the low flying enemies, and cannot hit the medium/higher up enemies, forcing us to use the sniper, and wasting a lot of time waiting for the cool down.
This also forces an almost-necessary upgrade to the sniper before the assault rifle throughout the early waves
3-- The ability to heal the core via money. say 5/10% per $50 or such? Almost all TD's i've played have this feature, i don't see why it isn't in this one.
4-- In the encyclopedia, maybe include the amount of % damage each enemy does to the core. You might have 2 different enemies coming at you, but you'd rather kill the enemies who will end the game quicker for you.
Cheers! =D
SlashmanV
04-03-2011, 10:38 AM
One other thing I think would be nice is some sort of low-damage AoE tower like the Inferno(flame thrower) from Defense Grid.
That would make dealing with masses of enemies like chargers etc. be a little less dependent on the player lobbing grenades.
fx.soap
04-03-2011, 10:50 AM
32 players or 64 player count versus max.
16v16 or 32v32 versus in next update.
Would be crazy great!
Fox_McCloud
04-03-2011, 11:49 AM
32 players or 64 player count versus max.
16v16 or 32v32 versus in next update.
Would be crazy great!
It isn't a shooter.
My idea would be custom ending screens depending on which enemy killed you rather than just the stock one. Never going to happen but it would be cool.
SAXsamus
04-03-2011, 02:27 PM
personaly i would love to see a story mode. how would it work? hell if i know i just want to learn more about the character and why the creatures are attacking.
also an dev kit for community maps and stuff.
festa_freak
04-03-2011, 04:41 PM
Alright. I've played for a couple hours (got past normal!) and I have a few things to say here. I haven't looked too much at what others have said so if I repeat, so be it. I'm just giving general feedback, both positive and negative.
1) It might just be me but why have a 'start' splash screen? Could the game just open to the main menu (after skipable intro video) instead of having to press start? Maybe just have the screen stay up for ~5 seconds so friends can see what we are playing (if they are over).
2) I really like your interface in the menus. I like how it kind of moves around when you move the mouse. It looks snazzy.
3) By wave 25 (normal) I had a decent maze going but I only had a few high level towers. My assault gun was level 5 and sniper was 4, freeze was 3. At lvl 15 or so the money stopped going higher with a max of 480.
I thought perhaps, instead of getting so much for completed waves, maybe you could earn resources yourself. I don't mean get resources for every enemy killed, maybe for every enemy that dies by your weapons alone. Say the hover flying guys you can snipe in 1 hit early on. Maybe get 2-5 resources per MY kill. Maybe towers can have their upgrade costs lowered (up to a max of 50% ?) for each enemy they kill. I killed ~1000 enemies so it would need to be balanced.
Just a thought and the resource-per-kill is ripped out of other TD games :)
4) Joining via steam didn't work for me or my dad. We had to join via IP to play co-op. Perhaps this is because steamworks isn't fully implemented in the beta but it is not working right now for me. I cannot invite others to the game or join their game through the steam friends list either.
5) I know I sometimes fell off the platforms into the monsters and was getting hit. It hasn't happened in a while but I think I teleport away if i'm hit too much. Should there be a 'health' system to let you know how safe you are? There really isn't any reason to go in the maze except through human error. Should there be a penalty or consequence of doing that? -10% resources? just a thought.
Overall, the game feels really good. I know others want more players in co-op and other things but it's pretty good for me right now.
Another thought, I don't know what the other maps look like, but will we have to deal with two separate enemy paths in the future? What I mean is have two maze entry points that may eventually converge on each other later in your maze?
| |
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That's terrible ascii art but you get the gist of what I'm saying!
EDIT: Oh, love the dancing walker. Don't really care for the dancing humans, those are normal. The top hat is very classy.
Tigerhawk71
04-03-2011, 05:23 PM
There really isn't any reason to go in the maze except through human error.
Unless you've got slowfields down, i wholeheartedly disagree. Dropping down with the assault rifle for walker, big walker and charger waves is the easiest way to put more shots on the weakpoint. You just need to know your maze so you can turn before running into walls.
wild9ride
04-03-2011, 05:24 PM
Endless Co-op is a great idea, but so is a limited number of waves.
I don't always have 2:30:00 + hours to (eventually) fail.
Also, count me in for bosses.
wild9ride
04-03-2011, 05:31 PM
Normally, money is awarded on the basis of 'kill more stuff, get more money', rather than a 'survive round, get money' deal - this gives a greater sense of accomplishment for actually killing stuff (which in some cases, is a real damn trial).
I'd imagine the amount of money rewarded per mob would be a % of what is up for grabs that round (meaning lots of little mobs are automatically worth less per kill and a few big ones are worth more), and that as the total money available per round increases, the per head bounty also increases.
The difference this makes is that there is a reward for not just finishing the level - but for killing everything in it :-)
In the most punishing TD games often times failing to kill a single NPC may literally lead to your downfall. You'll be short changed and just shy of being able to build a tower, or upgrade, and will ultimately miss another NPC. Eventually, you'll miss enough to out right die.
xXFreeekXx
04-03-2011, 09:12 PM
There's been a lot of talk about having some sort of tower which 'boosts' the damage/range of other towers, etc.
How about the idea of whichever tower your standing on, gains a level boost or just even a small boosting attribute, and as soon as you move off of it, it lowers again. There is no limitation or amount, so you could run across a line of gatling guns, causing whichever one your currently on to do more damage.
You could even have their added bonus be linked to what weapon you are holding. If you are standing on a gatling and you have your sniper, the gatling could have a larger range. If your holding the assault rifle, the damage would be increased, and if you hold the freeze gun, the firing rate would increase (which in a ratio to Bullets fired:Enemy speed, would be a similiar ratio to slowing down enemies )
This will cause the player to actually figure out not just how to build their maze, but the optimal towers to stand on vs each wave, and having to snipe from different positions.
I can see it now, 4 player coop, air wave, everyone standing on the AA towers then suddenly one person jumps off their AA thinking they need to go kill an enemy at the core, when they could have beaten it if he just stayed still. haha
Ahh, anyone understand my idea? Hope so.
Cheers
Kenji_03
04-04-2011, 01:21 AM
+ A possibility to build above Gatling-Towers
I personally like this idea, but make it a double-edged sword. In order to build any tower on top of a Gatling, make it cost twice as much (so building would cost 40, the 1st upgrade 80, etc). Also, make it so you would have to back-pay for any upgrades. So a level 2 Gatling tower would need to pay an additional $20 to make up for the added cost!
Since that might lead to broken gameplay mechanics, make it cost 3x as much, or even 4!! It might be an extremely costly tactical advantage if putting a level 1 scatter on top of a level 1 Gatling costs 160 resources!
lvstriker
04-04-2011, 03:26 AM
make that procesor AMD athlon +1900 can run it becous you got ut3 mod and most games run it.And make that people could change setting on sanctum folder ini files
TemptedNZ
04-04-2011, 04:14 AM
Think that you should be ranked by level then score on the leaderboards.
So both factored in but Level first.
Silvers104
04-04-2011, 07:34 AM
First of all, before this post i would like to say that this game is amazing, and even better is the community interaction i have seen between the devs and the players, truly amazing. I can tell you right now i would not be making the following post for any other company, but for Coffee, I know you guys will actually read this :D.
Anyhow, im going to make a giant list of every suggestion i can think of to increase the overall replayability of sanctum aswell as some small things i noticed too that probably have already been mentioned.
First, the small things
- I noticed many want a sprint button, so ill just go ahead and say that it probably should be added (I currently just use bunny hoping as my sprint, it works quite well lol)
- The sniper could use a reload button. I like to use a tactic of using up my sniper shots, then fire my freeze gun during cool down, then back. Sometimes this strat gets thrown off balanced becuase i have 1 shot left in my sniper rifle and so i have to stop my focus on the enemy and fix the timing.
-Being able to trade resources between players. I dont know how many times my friend and I could have upgraded another turret to level 2 since we both had some loose change left over after we were done building.
-I want my slow gun to effect flying. I dont know if it would be possible, but i was disappointed when i shot my freeze gun up at air and it just went through them. I supose its not a pressing issue, but just something fun for me to do, especially when in coop, my friend tends to upgrade his sniper while i upgrade my assault, so air is a bit boring for me.
-Symbols in overview to show which each tower is. I am not sure if this would work or not, but atm its hard to tell which tower is what type in overview. I think over top of the towers should be a small symbol to represent the towers. (a lighting bold over all lightning tower , etc) This would be similar to how the players currently have the green arrow over them.
- More Stats. Everyone loves stats :D ! I want to see not only the combined amount of stats between my partner and I, but also the individual stats if need be. Also, it would be nice to see between each round or maybe overall how each tower did as far as damage. This way i can better gauge my strategies if i have some hard stats showing good and bad spots.
This ends my general changes that I would like to see, up next is my ideas for new aliens, guns, and overall large scale gameplay changes.
-Gameplay
Its probably best to point out that there is no perfect way to build something for everyone, and as you make changes that might be for the better, some people will still want to resist change and like the old mode before changes, this is why i again propose my sandbox mode idea.
Basically, provide a variety of options that could help cover all types of players, and those of us that like to experiment with a variety of match types. So what are these options comprised of?
- Starting money
- Overall difficulty
- scaling rate of difficulty
- rate of money gain between rounds
- Types of mobs to spawn (turning off a specific mob, or select to only spawn 1 type)
- Build timer (unlimited build time, 30 seconds to build, no build time etc)
- Final wave limit (from only 1 wave till unlimited)
- Other silly mutators (such as headshot only and such)
- Vulnerabilities (see towers below)
- ability to repair core
- boss mobs
Also it should be noted that just like killing floors sandbox mode, this sandbox mode would not effect the leader boards.
-Weapon ideas
-I think any new weapons from here on out should be a complete optional weapon that you must invest your points into, thus building even more depth and strategy. Starting out with a sniper, assault , and freeze is good, but if this game later expands to having say , 7 guns, starting with all 7 would be ridiculous I think. So i propose in build mode a new #3 menu for buying brand new guns. (who knows maybe this is already how it works for the full build ;) )
-Also with adding new build tabs, i would like to see #4 be other types of upgrades. I think you guys could add a huge amount of depth to the gameplay by doing 2 simple things. Side upgrades for the player and towers. Instead of just being able to straight upgrade the damage of my towers, maybe i can buy an upgrade for gattling that makes it slow targets 5 % on hit? Or maybe an upgrade for my mortars that after it hits, lights the enemies on "fire" so to speak, making them take a small amount of damage overtime. Same thing applies for my sniper rifle and what not. Maybe allow me to decide if i want more damage, or that extra bullet, or maybe that 2x zoom, or maybe that fire shot, etc etc.
-This also brings me to build tab #5, utilities. Beyond just guns and towers, it would be cool to have the option to have cooldown abilities. I noticed one (or maybe more) people on here who said that they would like to see a nuke, and i think this would be a great way to add it. tab 5 would have a nuke that could deal 50 percent damage to all those on the field, but the cost for 1 use of it would be insane (say, 1 grand or something). You could also have a targetable airstrike style utility that would be similar to the nuke but have a much smaller range for a much smaller price. Just random ideas similar to these, where they are 1 time uses / used once per wave to give the player more to do then just shoot.
-Weapons
Some weapons i would like to see that I think this game could benefit from.
-A target painter. I noticed people said they would like a way to be able to target an alien to tell their towers to attack. I think the best way to do this is to have a weapon that has this specific purpose, the painter. You fire it at an enemy (could lob like the freeze gun) and whoever you hit, thats the unit your towers focus. Of course, this would only work for certain towers (Gatling and lightning i guess) since some towers like scatter are suppose to be... well... scattered lol.
-Buff gun. A support gun used to shoot a tower to temporarily buff it (maybe 5 seconds). Buffing the tower could give it increased attack speed and damage. Again, just something else for the player to do besides shooting, and I would like to have this for the air rounds, as i said before, i tend to build the assault while my friend builds the sniper, so at least i could help by booster our AA guns while he snipes.
-Towers
-Aura Towers. As others have mentioned, the only current support tower is the slow field, having more towers to either buff other nearby towers, or have a tower that make a unit run backwards for a short amount of time(fear gun) would make for much more interesting strategies.
-Another tower that builds under the block like Gatling. This is more a pet peeve of mine. It seems so awkward that the only tower that is low to the ground is Gatling, and the rest are all up high. Maybe a flame tower that looks just like the gatling? Idk, i just want something else lol.
-Also, like i mentioned before about the tower side upgrades, this could introduce things like vulnerabilities, so say i get a ice gatling verses a fire gatling, i may do more damage to a charger with ice, but more to a soaker with fire. Vulnerabilities could be another one of those options for sandbox mode :D
Aliens
- Only alien idea i have would be one that could periodically jump walls, making mazes a little more difficult to plan :D
I think this just about covers everything gameplay wise that I would really like to see added. In sort, sandbox mode to make everyone happy, more stats and abilities so that there are a much greater amount of strategies to be had.
Thanks for the great game, and keep up the great work :D
Misoski
04-04-2011, 10:03 AM
Also thumbs up to earlier suggested to dedicated servers some day like L4D. All my american friends fail in being able to host... They tried their router and firewalls.
Me in Belgium is the only one all 8 of my friends can connect to...
I guess they have crazy security...
For supreme commander I need to even adjust routers to be able to host, not for this game though... Weird.
AntonWestbergh
04-04-2011, 10:24 AM
Also thumbs up to earlier suggested to dedicated servers some day like L4D. All my american friends fail in being able to host... They tried their router and firewalls.
Me in Belgium is the only one all 8 of my friends can connect to...
I guess they have crazy security...
For supreme commander I need to even adjust routers to be able to host, not for this game though... Weird.
I guess they don't know how to open ports :)
Anyway, we're working on something that hopefully can fix this, so please just stay tuned for the time being. Dedicated servers for 2 player-matches that span over hours is sadly not an option for us.
Misoski
04-04-2011, 11:23 AM
Or that, hehe.
And oh, with dedicated servers I meant like with Left 4 dead 2, I rent a server with specific game from e.g. NFO servers, where I pay 15+ bucks a month (~O.O)~
Dunno if a server client is possible =D (0 knowledge in coding)
Tutamun
04-04-2011, 01:19 PM
In game option do disable voice chat grabbing the microphone in by the game. (I use TeamSpeak3 anyway... and it may be an easy fix for windows 7 reducing the game sound volume.)
Would it be possible to override the volume reduction from windows 7 through the game?
Wargod
04-04-2011, 03:37 PM
could you please add the key binding for "2"?
right now theres no chance to rebind the switch between the tower and weapon purchase menu.
Also it would be awesome if the tutorial reads the actual key bindings the user has set, instead of telling him to press enter, when enter isn't bound anymore ;)
I'm back to test some moooore :D
TrueBlue
04-04-2011, 04:50 PM
Please bring back the no HUD idea from the demo. There is too much tiny text all over the screen now.
dbmuller
04-04-2011, 05:13 PM
I have a few features I would love to see.
1. Another multiplayer mode like the old Warcraft 3 Element TD where you each have a map and waves of monsters each to see who lasts the longest.
2. Harder modes to have a count down to wave start rather than indicating readiness.
3. Start with just a pistol and you need to go through the armory to choose your weapons. It would be good if you couldn't hold all the available weapons so you need to choose your strategy and change weapons between rounds. A rocket launcher that shoots fliers would be good :) Secret weapons could also be hidden in a map.
4. Combination towers would be really cool. e.g. after level 2, the lightning could have the option of being a lightning/freeze tower or a stronger pure lightning. The gatling gun could be a fire/gatling gun.
5. Classes of character in multiplayer so you could be, for example, nible or tough so that the monsters don't make you sway on contact. The tough guy could control bigger weapons and the nimble char could have a steadier hand at sniping.
6. On the subject of sniping, being able to build blocks on blocks or a tall tower to occupy would be good to snipe the map.
7. Manual reloading of the sniper rifle.
8. A duck key and make it more accurate for shooting, especially sniping.
9. Optional upgrade for sniper scope zoom.
10. Limited ammo/energy and need to go back to armory to renew it.
On another note, I find single player very boring and muliplayer exceptionally fun. I would like to see changes generally to help introduce varieties into MP such as #5.
RaYdeX
04-04-2011, 05:56 PM
Time to add to the fray!
Now, I've tried to read through most of this thread, but I admit to skimming some of the longer posts, so if somethings been mentioned already - Let's just rack it up to great minds thinking alike :P
1. Creeps - I like the creeps you've got - But especially the Runners. They add a different mechanic to the game, that I haven't really seen in a TD before. But, you could take that a step further. While having the Runners that are slow to turn, but fast down straight lines - Why not also have a creep that is the opposite? Maybe with tentacles, that can swing really fast through corners, but has trouble trudging down a straight line? This would mix up maze building, and force the player to trade off against curvy mazes and straight lines.
2. Can we have the Blocks raise up from under ground again? I loved that in the Alpha - It can be fast, in the same amount of time that you "buy" it, but having the equipment mechanically delivered feels more... substantial to me?
3. What about having Towers have several upgrade paths? I realise that this isn't something you're going to be able to implement fast, but I do like TD's that have that mechanic. It makes towers feel a little more useful. At the moment, it feels like most towers only have 1 creep that they're used for, and while there's some very minor cross over, you really only build a specific tower for a specific creep. But, if for instance the Gattling tower could be upgraded as normal OR upgraded to become an air tower, and fire at fast, weak air enemies - It could raise up out the top of the block, and change shape a little.
And maybe Shock towers could be upgraded to drop down into the block, ala gattling gun, and it could "electrify" the empty blocks surrounding it, doing some AOE electric damage, and maybe even slow with further upgrades?
This way, the maze could be built simply earlier on, but become more personalised and specific later on in the game for higher levels?
3. Take control of a tower! (I'm sure someone mentioned this already). The ability to take control of a tower to direct it's fire would be great. Especially for the creeps that only get damaged when you shoot at their back, as this is hard to make towers do at times, and feels more like Luck than good management.
4. Maybe specialise the Upgrading of weapons? Like giving the sniper rifle options of "Reload speed", "Number of Shots", "Damage". Each costing less, but meaning you could personalise you're game play, without over powering a weapon?
5. I'm not big on the Aura towers thing. I don't think there's enough room on the maze to make this a viable option - but maybe you could give the player an option to choose a tower, become passive, but power up the tower while they do it?
6. Versus MP! I love a good versus map - ala Wintermaul. You could perhaps have a mirrored base on the other side of the mountain, where the player builds their base, but also chooses which creeps to send out to their opponent on the other side of the mountain?
Aaaand I'm sure I'll think of some more before long, heh :)
EnigmaticAlly
04-04-2011, 08:30 PM
Just got done playing the Beta for the day (I may or may not have already logged 7 hours of gameplay) and I must say I am very impressed. I have to admit, though, I would really like to see some Boss Rounds. I've noticed it mentioned a few times around the Forums already, but just letting you know there is, in fact, another supporter for Boss Rounds out there. ;)
Also, the ability to build blocks on top of blocks would be kind of cool. You could create custom sniper towers with such a skill. It would make taking out the aerial enemies much easier.
Geez.. I'm starting to sound all picky but there is one last thing that comes to mind. Perhaps you could add in some different difficulty levels for Co-Op? My friend and I can't seem to get past Wave 11. DON'T SHOOT ME. Of course, if the difficulty level for Co-Op is already at the easiest setting, then you can completely ignore this paragraph and we can act like it never happened, okay? :(
92Hotel
04-05-2011, 01:24 AM
I'm enjoying the beta map so far, and have already played quite a bit. I approve of most of the things I'm hearing about in the forums as far as development, and there is probably some discussion on what concerns me though I just haven't spotted it yet.
I am not comfortable with the overviews of my build. The tab view is helpful, but does not give me the comprehensive information at a glance that I wish it did, and the mouse-over functions don't seem very useful, assuming they're working as designed. The visible cues I'm seeing (in tab view) could perhaps be more vivid or distinctive for one thing.
I realize that I'm not facing time restrictions in the build mode (at least not in the game mode I've seen so far), so I can certainly take all the time I need to assess what I've got, but I'm just not quite getting that full measure of satisfaction that I associate with this aspect of TD games, the pleasure of contemplating your command strategy sand-table style.
I may adjust better to the gui as I put in more hours, though my intuition is that I would prefer some changes. But before I would take the time to elaborate further on this, I hope I might get some feedback to get me up to speed on whether there is any ongoing discussion or disposition on this. Or maybe it's just me!
ps- as a long time Tribes franchise player, I also have wished more than once that I could jet-boost up to a higher plateau for a bit. So yeah, I'm sure you'll add jet packs to your "to do" list right behind expanded coop and server browser ;)
theallmightybob
04-05-2011, 01:47 AM
...4) We have tried this, but we may try it some more. The reason we chose not to implement this feature right now was because of the amount of text the Gatlings produced f.e. ... (snip)
About the tower damage showing up on creeps, has this been adressed at all? (to lazy to read the whole thread) have you thought of a single floating number above a creep that just adds up instead of generating a new number every hit?
or maybe even just totals the last amount of damage taken from towers for the last X seconds before re ticking? ie: the number only updates every 5 or so seconds (from the moment of first damage) to show how much total damage has been absorbed by the creep in that amount of time. Maybe even a diffrent colour to make it distinguished from player weapons.
just thought it might get over the gatling thing.
Oh and I dont know if I am the only one. But is there any lag comp in the co-op? becasue I can never seem to snipe anyhting fast if I am not the host.
Ogastus
04-05-2011, 09:55 AM
-The option to draw tactics on Tab-map like in Alien Swarm
-Different difficulty modes
-The option to share resources with your co-op mates
NightHawk8p
04-05-2011, 02:17 PM
I'm kind of concerned atm with the scaling of the tower's dps. The scatter laser tower does the most dps of all the towers except for the AA tower, hits both ground and air, and has the largest range excluding AA and Mortar. This is calculated by damage per shot * shots per second. This is the case as soon as the towers are level 3 and up.
It beats the gatling tower and the lightning tower, both towers that only attack ground units, and that have smaller attack radii. The funny thing to me is that I don't actually think the scatter laser does too much damage, I just think the other towers do too little. Specifically the gatling and lightning towers.
On a separate note, something I'd like to see in the tooltip for the towers or the monsters are if towers do damage to them. The bobblehead only takes damage when attacked in his weakspot, and the hoverer only takes damage from behind. Do the towers still attack these guys fruitlessly? Do certain towers hurt them but not others? etc.
Lastly the Anti Air Tower doesn't successfully attack 2 of the 3 flying creeps... Dodgers and Gliders. Because of this I don't build them at all any more. I don't think that's what's intended, so I wanted to throw that out there.
One random point, I posted this earlier in this thread but didn't see a dev reply to it (not complaining I saw your one post =) ) I really feel that you need a different colour aiming cross-hair reticle for the sniper rifle. The white on white on Bridge drives me nuts. Preferably make it so players can choose the colour or even the symbol for the cross-hair.
Again I love this game and I think it's fantastic. In case you didn't see in the thread about the wiki I made an account just to add info, a first for me even though I've been playing video games since I was 5, (24 atm).
There are a ton of awesome things going on here and I look forward to release =) Thanks for your time.
Straite
04-05-2011, 02:56 PM
Less difficulty. This seems aimed at 12 year olds.
Also, less running around and be able to fly your character instead.
KERMITtheBATMAN
04-05-2011, 03:47 PM
SUPER CARS THAT RIDE AROUND AND SHOOT STUFF AND THEN THEY FLY AND YOU DROP SUPER NUKES!!!!!!
Fox_McCloud
04-05-2011, 04:46 PM
SUPER CARS THAT RIDE AROUND AND SHOOT STUFF AND THEN THEY FLY AND YOU DROP SUPER NUKES!!!!!!
Might be a tad overpowered.
Fox_McCloud
04-05-2011, 04:47 PM
Less difficulty. This seems aimed at 12 year olds.
These 2 sentences seem contradictory...
neyodragon
04-05-2011, 07:34 PM
If you spend to much on weapons at the start your maze suffers...
Randomization pretty much means that if you have been trying to balance the maze, you are innately ♥♥♥♥ed if you get a wave of tanks or air units too early.
As a casual player I guess, I don't feel that the games difficulty curve is very fun since Its hard to make it past level 20-30 when I have to choose between "turrets that are not really explained" and weapon dps that far unbalanced vs the scaling of enemy health.
I just think the overall initial damage output should be drastically increased. Most tower defences have relatively easy starts that progressively get harder.
A better description of what towers do and suggestions of what they do best at the start would be nice too.
tehjorge
04-05-2011, 09:05 PM
Hince the meaning "fps" tower defense the tab feature i think will take away from the fps experience or sanctum if anything else is implimented to that view :(
As far as the televator you should be able to set numeracle hot keys to the televators to be able to teleport on the fly not wasting any time. im sure it wouldnt be too hard to put that feature in but im sure alot of people would agree :p
KERMITtheBATMAN
04-05-2011, 09:37 PM
How about bullet penetration? So you can line up the aliens and shoot them. :v
Just a thought.
EnigmaticAlly
04-05-2011, 09:40 PM
How about bullet penetration? So you can line up the aliens and shoot them. :v
Just a thought.
I absolutely love this idea. I cannot tell you how many times I have had the enemies lined up only to get irritated that I can only shoot the one leading the pack. To have the ability to shoot through them all (especially during the tough rounds in Co-Op) would really help out. :X
KERMITtheBATMAN.. You, sir, are a genius. :)
OscarJilsen
04-06-2011, 01:13 AM
I'm kind of concerned atm with the scaling of the tower's dps. The scatter laser tower does the most dps of all the towers except for the AA tower, hits both ground and air, and has the largest range excluding AA and Mortar. This is calculated by damage per shot * shots per second. This is the case as soon as the towers are level 3 and up.
It beats the gatling tower and the lightning tower, both towers that only attack ground units, and that have smaller attack radii. The funny thing to me is that I don't actually think the scatter laser does too much damage, I just think the other towers do too little. Specifically the gatling and lightning towers.
The reason the scatter laser seems like it has the most dps is because of bad communication from us to you. In one of the coming patches we'll improve the info screen in the build UI to better show how towers work.
The first problem is one of rounding numbers. Since we've chosen to only display one decimal some number might be lesser than they are.
First off the Gatling is actually the most effective tower if you look at the amount of DPS you get compared to the price. It is something most people forget to take into account.
Secondly the lightning has a feature that is, thanks to bad communication from our part, largely unknown. When you upgrade the lightning tower its shots bounce between targets. At level 3 the shots bounce once and at level five they bounce an additional time. The damage is reduced by 50% for each bounce. This means that a level 6 lightning tower deals 3500 + (3500*0.5) + (3500*0.25) damage.
Do the towers still attack these guys fruitlessly?
The towers attack the closest enemy until it dies or runs out of range, then it targets the closest enemy yet again. They do not differentiate between enemies, leaving the task of managing creeps to the player.
Lastly the Anti Air Tower doesn't successfully attack 2 of the 3 flying creeps... Dodgers and Gliders. Because of this I don't build them at all any more. I don't think that's what's intended, so I wanted to throw that out there.
The AA tower might seem less effective than it really is. The AA missiles have an enormous area of effect. This should make them a lot more useful to the post-patch dodgers.
Again I love this game and I think it's fantastic. In case you didn't see in the thread about the wiki I made an account just to add info, a first for me even though I've been playing video games since I was 5, (24 atm).
There are a ton of awesome things going on here and I look forward to release =) Thanks for your time.
Thank you! Much <3
NightHawk8p
04-06-2011, 08:30 AM
The reason the scatter laser seems like it has the most dps is because of bad communication from us to you. In one of the coming patches we'll improve the info screen in the build UI to better show how towers work.
The first problem is one of rounding numbers. Since we've chosen to only display one decimal some number might be lesser than they are.
First off the Gatling is actually the most effective tower if you look at the amount of DPS you get compared to the price. It is something most people forget to take into account.
Secondly the lightning has a feature that is, thanks to bad communication from our part, largely unknown. When you upgrade the lightning tower its shots bounce between targets. At level 3 the shots bounce once and at level five they bounce an additional time. The damage is reduced by 50% for each bounce. This means that a level 6 lightning tower deals 3500 + (3500*0.5) + (3500*0.25) damage.
The towers attack the closest enemy until it dies or runs out of range, then it targets the closest enemy yet again. They do not differentiate between enemies, leaving the task of managing creeps to the player.
The AA tower might seem less effective than it really is. The AA missiles have an enormous area of effect. This should make them a lot more useful to the post-patch dodgers.
Thank you! Much <3
Awesome thank you for the reply =) I was wondering why the lightning tower had the smallest range but not the highest dps, that definitely makes up for it =)
Again can't wait for release =D
Fox_McCloud
04-06-2011, 08:32 AM
How about bullet penetration? So you can line up the aliens and shoot them. :v
Just a thought.
I was thinking this myself though for the sniper rifle only and maybe damage dropoff for balance.
Rhino2
04-06-2011, 10:39 AM
If it hasn't been suggested yet: It would be nice if the leaderboard could combine the entries into teams. It's fairly obvious who teamed with who seeing as their scores are identical, but I think it would be a better implementation to just show 1 entry for both players if possible.
Z Overlord
04-07-2011, 03:56 PM
A symbol on the turret blocks when you are looking in the aerial veiw (by pressing tab).
hellokevin11
04-08-2011, 12:30 AM
Change the sounds of the weapons as they power up, make the high end weapons sound so much more powerful.
AntonWestbergh
04-08-2011, 01:09 AM
Change the sounds of the weapons as they power up, make the high end weapons sound so much more powerful.
If we get time for it I agree it is a great addition for additional feedback :)
nether1n
04-08-2011, 02:02 AM
If its possible to assign teleport key for each televator please add it.For example i want to use F1 and go to first televator i made.It will be useful when monsters run over you.When you are stuck you can use just one key.You can get behind monsters with one key etc.
wild9ride
04-08-2011, 04:59 AM
Pretty much my subject line: copy Valve.
I know, it's terrible to copy another company. However, this is for the common good and it must be done.
L4D Style Versus, one player plays as we do now and another "buys" mobs for a wave. It'd have to be a bit different from how the game works now to make it interesting for the "enemy" player. There's serious potential here.
Add a mutation mode. In another thread someone was talking about static maps and optimal positioning (etc). One way to combat static maps is to randomize not the grid, but the towers, weapons and mobs you can use and face. Perhaps one mutation is All runners with scatter lasers and a freeze gun. Have a mutation rotate weekly (and an achievement to participate in 3!) with a corresponding high score board (for this week and the previous one).
Consider adding mobs that "play" with the character a bit; like a swooping flying mob that knocks the player down/away.
Grimlar
04-09-2011, 02:57 AM
My apologies if any of these have already been suggested.
1) Anti Aircraft gun. No ground attack at all. Normal fire a standard AA rocket, Alt fire: a swarm of small seekers.
2) Targeting gun. No damage at all. Normal fire, all turrets that can, target a particular alien until its dead. (Possibly a double edged sword.) Alt Fire: Turrets target exact location aimed at. (ie possible headshot.)
3) Speed up button effective in both build phase and attack phase.
4) Single player infinite waves like multiplayer, but also 100, 75 & 50 wave modes to go with the normal 25 wave mode. Also single alien type modes, and the possiblilty of more than two alien types in a wave.
5) Be able to set turret targetting preferences during the build phase. ie pick one from a list of possible comparisons, First/last, strongest/weakest, most wounded/least wounded, fastest/slowest. Can also have turret specific things like for scatter laser, air/ground. Gatling, specify a fixed direction to fire in. Mortar pick a location to fire at instead of tracking enemies.
6) Planned game variant, where you specify your maze (and possibly turrets) in advance. Unlocked after completing the game perhaps. Could be implemented in several ways. a) Given a load of money at start and little or none after each wave. Build the whole thing at the start. b) Specify an order for the maze/blocks to be built in, ie abc after wave 1, def after wave 2 and so on. Have to place weapons yourself according to next wave of enemies. c) Only get given money every five/ten waves.
7) Have a very rare alien appear once each level at a random time, run into the maze and explode. When it explodes it temporarily disables the turrets next to it.
8) Alt fire mode for turrets, set during the build phase. Ie gatlings could be set to launch a grenade rather then the usual machine gun. Perhaps let the Anti aircraft tower fire a swarm of small seeker missles instead etc.
Obviously the tower cannot switch back to normal mode until the next build phase.
9) If you stand on the same block as a turret, that turret gets a bonus of some sort, say a bit extra damage, or a faster rate of fire.
10) Community map creation competition. The best submissions to be made into a DLC pack. Not sure what prize would be reasonable? Free copy of the DLC presumably, perhaps a steam gift voucher or something.
Thanks for listening.
EnigmaticAlly
04-09-2011, 07:59 AM
Perhaps you guys could nuke the Tank's a bit? Or eliminate certain enemy possibilities? My friend and I can take the Tanks when they're paired up with select aerial enemies or Walkers, but when paired up with Hoverers, Gliders, or other aliens that have a very specific weak spot, the Tanks are near impossible to stop. It doesn't matter how much we prepare for them either for they always get through the defenses. :X
Another thing that not only I seem to have issues with, but alot of other as well are the Gliders. Their health either needs to be lowered, their speed reduced, or their spawn time decreased. If you get overwhelmed with even one Glider, chances are you're going to lose the fight. Anti-Air does nothing against them since all they do is literally power glide past everyone and everything to get to the Orb. That means that we, the players, are stuck having to shoot them out of the sky ourselves. However, this could provide a major problem if said Gliders are spawned with, as was mentioned before, Tanks. While we should be focused on taking out as much HP as possible from those HP Hulk's, we're forced to shoot at the Gliders first since we know for a fact that Anti-Air will do nothing against them. :X
This was longer than I expected. Sorry! D:
jellybubble
04-09-2011, 09:32 AM
Why can we no longer build blocks under ourselves or other players?
It would be cool if you could press a button to set block mode on, then run and the blocks keep popping up underneath you. Or it records the path then when you press the block button it builds them all.
EnigmaticAlly
04-09-2011, 09:55 AM
Another thing!
As a girl, I have to admit that I love the fact that you play as a female character in Sanctum. However, maybe you can add in a male character for the guys? I don't know how they feel about it, but I know that I dislike the fact that many games out there do not allow you to play as a female. I'll still play the game to its fullest potential, but that's just a slight pet peeve of mine. I bring that up, though, because maybe the guys would prefer playing as a male? It wouldn't have to affect anything. It could just be a little customization element one could utilize if they chose to.
Of course, this suggestion is moot if all the guys out there truly don't mind playing as Skye. :)
Grimlar
04-09-2011, 10:54 AM
Of course, this suggestion is moot if all the guys out there truly don't mind playing as Skye. :)
Personally I've never minded playing as female characters, I simply ask myself which would I rather spend time with and look at for 50-60 hours.
However I also accept that I'm in the minority, Mass Effect 2 for example had players overwhelmingly deciding to go with a male Shepard, 82% according to Bioware.
Something I forgot to add to the post I made earlier.
Sonic tower or cannon.
Could be done either as a point straight up kind of tower, in which case flyers should try to avoid it, a little like an aerial block. (Confused/slowed if they do fly into it. Faster creatures less likely to avoid it.)
Or as a targetted cannon which fires at flyers and if it hits, again they get confused/slowed/turn back briefly. (I guess this would also be useful against ground troops although I originally thought of it as just for flyers.)
arteris
04-09-2011, 12:30 PM
My friend and I played a few hours today and found a few things we thought could be improved upon:
From the Overview Screen when you mouse over a turret you should see its stats and upgrade information like when it's highlighted in first person view during build mode.
There should be some support on the Overview screen for Gamepad input, currently you can only control the cursor with the mouse so you cannot select a teleporter with your Gamepad.
Also you can only select a teleporter by pressing the Fire button, so even though I can select the teleporter using the mouse I have to hold the trigger on my Gamepad to actually teleport.
Better in-game voice chat controls. We both at random could hear each other through the game without having any other chat program open, but it wasn't reliable, there was no indication when it was working or not, and no way to adjust volume/mic settings.
There's also a bug with the in-game voice and Steam Chat that I'll post in the bug thread.
blackice64
04-09-2011, 02:59 PM
An Short Area of Effect block turret. This is a pretty common turret, so it might already be suggested.
A block-sentry that damages all enemies in a 3x3-block area, with either a shockwave or lightning (I think a shockwave would be more visible and different from the Lightning Tower). The tower could be round, to make it easily distinguished from Gattling Sentries from the sides.
blackice64
04-09-2011, 03:09 PM
Quickassign Teleports.
Hold your mouse over a Televator, then press a number (or hold Shift + Number) to assign that teleport, then press that number to insta teleport there. It makes teleporting a lot faster.
Fox_McCloud
04-09-2011, 03:29 PM
Another thing!
As a girl, I have to admit that I love the fact that you play as a female character in Sanctum. However, maybe you can add in a male character for the guys? I don't know how they feel about it, but I know that I dislike the fact that many games out there do not allow you to play as a female. I'll still play the game to its fullest potential, but that's just a slight pet peeve of mine. I bring that up, though, because maybe the guys would prefer playing as a male? It wouldn't have to affect anything. It could just be a little customization element one could utilize if they chose to.
Of course, this suggestion is moot if all the guys out there truly don't mind playing as Skye. :)
I don't care if you play as a girl or not though I will admit I refused to play as Jill at first when I played Resident Evil 1 as she was a woman. :( Dunno why, just felt that way.
(Chris is more awesome)
Seeing as it is a first person game with absolutely no plot it doesn't matter who you play as.
KERMITtheBATMAN
04-09-2011, 03:53 PM
I don't care if you play as a girl or not though I will admit I refused to play as Jill at first when I played Resident Evil 1 as she was a woman. :( Dunno why, just felt that way.
(Chris is more awesome)
Seeing as it is a first person game with absolutely no plot it doesn't matter who you play as.
Just needs more than one character. Playing as the same person in co-op just seems a bit cheap. Whether it's a male or female character, it doesn't really matter. Just needs more than one character. XD
blackice64
04-09-2011, 04:07 PM
Enemy: Shielder
Turtle-like enemy. Immune to damage, until its shell is broken by explosives only. This means it is only harmed by the Assault-AltFire and Mortar turrets, freezing increases damage done on the stone-like shield. It speeds up when the shield is broken, but is then vulnerable to all types of damage.
Enemy: Climber
Small creatures that run over blocks, making them dodge certain Turret fire (Gattling Guns) when on top of a block. Pushes players out of the way and off blocks, too.
Ground building: Mine
A single mine, that explodes once (Or is disabled for X time after one explosion?) when an enemy walks over it. Cheap at first, but can be upgraded to increase damage and radius. Useful as a last-line defence, or versus a large first wave. Could also come in variations with Slow, Snare or DoT effects.
Block: Hologram Bridge
Enemies can walk under this bridge, the player can walk over it. It cannot support Turrets, but players and turrets can shoot through it. Makes it easier to maneuvre through your maze, rather than having to jump over every gap constantly.
Enemy: Regenerator
Somewhat missing enemy: one that regenerates health, requiring large DPS to take it down quickly.
Enemy: Bosses
Bosses that are simply (a lot) larger and with more health and with a special feature, like increased speed, extra health or a rightly-packed group (With less health, obviously). These require the player's special attention and players will have to use their Freeze Gun as much as possible.
Enemy: Mothership, Hive
Large manta-like enemies that produce Gliders
Large Hive-like enemies that produce Dodgers
Take these down quickly to prevent large swarms of enemies!
Enemy: Grub, Mother Grub
Grubs are small creatures that are quite similar to Runners, but slower and have a little more health and armor. These grubs are spawned by the Mother Grub.
Mother Grub is a larger creature that continuously spawns Grubs. The longer the Grub stays in the maze, the more grubs will be spawned, creating a large swarm.
Enemy: Carrier
Ground pod-like creature, spawns a group of Runners when it dies.
blackice64
04-09-2011, 05:22 PM
I've been exploring the world around the grid lately, using the Assault-bombs. I even got under the map or up in the plant baskets.
It would be a neat opportunity for easter eggs, to place them in hard-to-reach locations. Tie an achievement on it, and it's a good reason to explore the world around the grid a bit, too (as far as possible, at least). It's nearly easter, after all.
Kenji_03
04-10-2011, 12:43 AM
Different "defeat dances" would be nice. Because even though it's initially cute the big walker dance is just "there" now...
blackice64
04-10-2011, 07:05 AM
Turret: Radar Tower
Increases the range of all turrets it its area. Also detects stealthed enemies in this area.
Enemy: Stalker
A large snake-like enemy that is invisible to turrets, and barely noticable by players. Radar Towers reveil their location. Players can shoot these monsters, but hitting their weak spot will be very difficult. Is invisible again when it leaves the Radar Tower range.
Boss Enemy: < Think of a name. >
Large round biped, grounded enemy with multiple weak spots. Only one or two weak spots are 'open' at any time, and change location when the weak spot is hit/damaged enough. Can be hit by Players only, so this enemy requires the special attention of the player when it appears.
EnigmaticAlly
04-10-2011, 07:31 AM
Different "defeat dances" would be nice. Because even though it's initially cute the big walker dance is just "there" now...
I agree with this so much. My first reaction was laughter. Now it has turned into, "Okay. That's enough. You won. We get it."
flapinux
04-10-2011, 07:34 AM
Overview build mode (would be much faster)
Alternatively:
faster movement in build mode
3rd person build mode?
newtrality
04-10-2011, 07:35 AM
Different weapon Modification trees. Say like incendiary (burn over time) and Freezing(slowing) could be interesting. Maybe a chain lightning type gun where it jumps enemy to enemy in a constant low damage stream, and the alt fire could be used to overload your defensive structures and making them give an increased output for a short amount of time .. or as long as your weapon doesn't overload.
flapinux
04-10-2011, 07:35 AM
Dual Monitor Support: Borderless Windowed Mode
EnigmaticAlly
04-10-2011, 07:38 AM
Different weapon Modification trees. Say like incendiary (burn over time) and Freezing(slowing) could be interesting. Maybe a chain lightning type gun where it jumps enemy to enemy in a constant low damage stream, and the alt fire could be used to overload your defensive structures and making them give an increased output for a short amount of time .. or as long as your weapon doesn't overload.
I like the idea of a chain lightning gun. It would be an easy way to knock out some pesky Walkers. Just hit them with that right at the beginning and the gatlings could do the rest.
I think we're starting to ask for too much, though. :P
flapinux
04-10-2011, 07:47 AM
Please don't make me hit Enter to start. What else am I doing to do? :)
The ability to build from the tab overview would be nice.
A damage over time tower would be cool as well. Maybe a poison field?
Kenji_03
04-11-2011, 01:16 AM
While placing towers in FPS mode is kind of fun, being able to place them from the tab menu would be nice. It would allow for planning much more quickly at the start of the game.
EnigmaticAlly
04-11-2011, 08:27 AM
While placing towers in FPS mode is kind of fun, being able to place them from the tab menu would be nice. It would allow for planning much more quickly at the start of the game.
Yes! I must admit, it's cool to bounce around in FPS mode placing towers. However, most of the time I just want to get the game going. It would be a whole lot faster to do so if we could place blocks from the Tab Menu. It would allow for a much faster experience.
Ceiltsei
04-11-2011, 12:25 PM
This is a great game, great potential, but there are a few things that are really bugging me. First of all, the glowing squares just annoy the heck out of me. Is there any way of toning it down or maybe making the selectable build spots a completely different color?
Lastly, this game needs extra depth, like throwing in another dimension. The coop definitely helps things, but we tend to do the same thing. Perhaps there is a way to divide players a bit more (experience, classes, special guns you get with score points, being unable to use certain build spots)
If you do some of these things, this game may end up being one of the games I play for ten or more years. .. especially the glowing squares.
tl;dr = glowing squares hurt my brain! Need xth dimension!
Saeluilos
04-11-2011, 08:13 PM
Finally I can post :)
Here are some ideas my friends and I have come up with:
#1: Specializations - Technically this is already in effect but not able to be done effectively. What I mean by specialization is if I'm someone who is more inclined to build towers then have a "class" or something to choose from/upgrade into that allows for added bonuses to towers I build. Conversely, someone who upgrades more into weaponry/chooses a class based upon this will have increased bonuses effects on their weapon of choice.
This would make for some interesting setups in multiplayer.
#2: AI - I've rarely seen Tower Defense games that try to implement enemies that learn. Chargers are a good situational type of enemy, but it would be interesting to see them slow down purposely to group in larger numbers hoping to charge past a tower en mass.
#3: Player Benefit - Not just X extra points for killing a mob instead of allowing the tower to do so. 60 points for a tower vs 70 points for player isn't much of a benefit. How about extra credits? I've seen players ask for interest bonuses... honestly I think this is a good idea, but could make the game easier unless there was an Adjusting AI to compensate for insane defenses.
Having Player benefits from monster kills could be something as simple as 5% added resources per kill. Possibly have it lower with a way to purchase an upgrade to this amount. Every mob would then have to give a set amount of resource. The end of round set bonus is nice, but not often fair. Some levels you'll face a wave of near insane proportions, and the next wave you can snipe or grenade through without your towers doing anything.
This leads to ...
#4: Monsters that target the Player NOT the core - Think those Dodgers the wasp like mobs. Those things are insane at times. If you're quick with your sniper rifle they are easy, but one lacking in such targeting skills will have to rely solely upon towers, which do the trick well... laser ftw. I think it would be quite interesting to have a penalty associated to the player being attacked by a monster. Maybe a percentage of health that can recover over time, but you could "die" on a level and thus your core is doomed or your multiplier is now handicapped. Additionally players could lose a set amount of resources based upon the type of monster.
This could lead to even more tactical situations in multiplayer. One player is designated to watch the others back and kill monsters that fly in for the kill. While the other(s) focus on the monsters stuck in the maze.
#5: I second the Bridge idea! Forgot who mentioned it, but that's an incredible idea. Providing both a benefit AND handicap since players could not shoot through said bridge, but would enable easy of use to cross difficult sections in a maze.
#6: Who says you can't build in the air!? This isn't some over the top Tower Defense, think 3D people! :) With that in mind could levels possibly have a "two tier" setup? Multi-structured layouts? Gaps in the map that must be overcome or built upon in order to create function for.
I'm sure I'll think of more, or hear more from friends, but regardless I'm loving what I've seen. Can't wait to see what you have in store for us next. Maybe... ooh
#7: Equipment - Boost damage for X Tower or Y Weaponry or Z Damage increase vs Soakers. Hey I can dream of a tri-genre game... FPS/RPG/TD
Lord Magnos
04-11-2011, 08:25 PM
An indication on the 'tab' view of the total coverage of the play field by all towers rather than an indication during 'mouse-overs' of individual ones.
And the obvious stuff like more weapons, enemies, maps and towers.
Isabus16bit
04-12-2011, 11:08 AM
Please add a priority system. Lots of tower defense games have it, primarily Bloon Tower defense and Harvest: Massive encounter do it best.
Set priorities like: fire at last, fire at first, fire at weakest etc et, then set what monster the tower(s) go for first. This would make dealing with Air and ground with Scatter Lasers make more sense, and dealing with hoverers and tanks more possible.
the AA towers do a lot of damage but miss a lot! Even with the same speed, they should heat-seek for awhile before exploding. Right now for the gliders they are almost useless. the missiles go right past the gliders and never come back around.
darklol26
04-14-2011, 12:24 AM
maybie there could be more things like the slow field, but have differant effect, like maybie something that goes on top of a normal block and shoots fire in the air when guys walk on top of it.
Grimlar
04-14-2011, 10:13 AM
A bonus to the score for any wave where the player does absolutely no damage, doesnt fire their weapon and doesnt lose any core power.
Call it a strategy or planning bonus or something. :)
Tutamun
04-14-2011, 11:14 AM
Spike trap to put on empty tiles.
When the first creature steps on the middle of the tile the spikes shoot up and do heavy damage to every alien on the tile.
Then the spikes are slowly retracted. In this stage they do a little bit of damage and slow aliens walking through the tile.
When the spikes have retracted there is like a 2 second cooldown before they can shoot up again.
Turbo123
04-14-2011, 11:53 AM
I am a huge TD fan and wasn't disappointing when i bought this. But I come from the old school SC & WC3 Wintermaul. Having X-Wars or WMW where there are teams separated by the center of the map, and having them build on there own areas to fend off the enemies "creeps" which only go when the enemy team has bought them. This was so much fun back when i was younger, PLEASE show a tribute to the old days and make something like this.
A description of the game,
2 sides of the map separated by something in the center, Teams of 1-2-3-4-etc. Each player has there own area to build and they a lot of times must work together (connect there mazes)No mob is sent until the players buy them. When buying a mob or "Creep" you have a variety to choose from and each takes from you're "resources" or money. So you have to know when to buy and what to buy so it doesn't take away from you're defense. You make resources by killing the enemy creeps.
The game goes on and the players keep getting more and more resources, The game doesn't end until enough creeps get into one of the "Power Cores" or in Wintermaul it was "Pirate Ship" :P
Something along these lines would be AMAZING!!!
Note: I didn't read all of the ideas so if someone had this idea, I <3 you!
A few examples of WMW -
http://www.youtube.com/watch?v=j2L2fxzBPdk
http://www.youtube.com/watch?v=pL-gSdk6eoY&feature=fvwrel
Thank you for the game!
BillyRueben
04-14-2011, 07:56 PM
A few ideas I would like to see implemented:
1. The ability to buy blocks and towers from the overhead prespective. I'm sure someone else has already suggested this, but I'll ask for it again anway.
2. I would like to be able to hit a key and automatically warp to the nearest televator. Sometimes when your in the middle of a wave it is very difficult to find your cursor and hit the televator properly.
3. A buff to the reload time of the primary fire of the Icegun. It seems that all I do is switch to it quick, fire the secondary, then switch back to my main weapon. I think the primary fire is kinda worthless, and I don't think I have ever upgraded it. Maybe if it had a clip it would make it better.
NikolaiLev
04-14-2011, 11:20 PM
A "teleport to nearest televator" button. Seems simple enough, wouldn't make overview useless since you still might want to port to other ones, as well as the usefulness of bird's eye view.
Changes to make freeze gun more useful, yeah.
Perhaps some GUI enhancements to make turret LOS more intuitive, like how gatlings work, if they're single shot or target multiple enemies, etc.. even if no turrets do that that's useful info to know for a newcomer.
Keep up the good work! I find the game very therapeutic to play, the scenery's beautiful.
Please, for the love of all things big and small, provide one of the following (this is for those of us who have ultra widescreen configurations):
1) A overlay/HUD editor that would allow you to move various controls on your HUD around. I'm assuming by default there's going to be things locked in the lower/upper left/right of the screen, and on ultra widescreen resolutions, this is to spread apart. We'd like to be able to place the HUD elements on the center monitor. PLEASE. No games made today have this and it's left to the communit to cry and complain that the HUD looks stupid or unusable on ultrawidescreen.
or
2) Ask an intern to spend the afternoon finding all hard-coded positions of HUD elements, and export those values into an external config file so that we can modify these attributes by hand. This should really not be that hard, and not really give a lot of additional cost to the overhead of the game. You're just reading the values from a file instead of hard coding the values. This shouldn't be so diffucult, and this is just basic good programming design. Don't hard code values that you want to change without recompiling.
Thank you.
Stefan Hanna
04-15-2011, 11:50 AM
-The option to increase/lower mouse sensitivity. (Or did I just miss that somewhere on the menus?)
-I support the plan a layout with the tab overview suggestion.
-Be able to run or move faster during the building phase (or the double/triple jump someone suggested).
-I think the left menu in building phase should become transparent or hide after a few secs of staying on the same option (of course, reappearing if you move the scrollwheel), it gets in the way at times, most noticeable when you're only placing blocks.
Mouse sense can be adjusted, check the options menu. Beware that the sensitivity isn't affected in the menus but it's working ingame ;)
Regarding the transparent menu I agree that it sounds cool and it's on my ToDo list, but gfx pimping like that is kinda downprioritized when compared to gamebreaking bugs =)
dracflamloc
04-15-2011, 07:20 PM
Mutators would be awesome.
Also... JETPACKS (ala Tribes 2). Jetpacks make everything better.
wild9ride
04-15-2011, 08:26 PM
the server browser should include comments so that players joining have information of who they're playing with. I.e., amateurs only, pros only, I <3 Bieber fever.
irogue
04-15-2011, 08:57 PM
1. In building mode only allow for faster movement speed and or higher jumping.
2. Allow an ingame vote option for difficulty level change, if that is possible to implement.
3. A map editor, i guess Unreal Editor intergration. (NOTE: i realise map packs released through DLC are considered revenue but they can fracture / split a community and thus the community usually ends up dwindling. If the game had this feature it would im sure help in the total sales area and balance out any so called lost revenue from making map packs that are purchasable as DLC.)
4. Improve the skins / Models on the weapons mainly the sniper rifle it tends too look more like a 3 foot fishing rod with a T at the end of it currently.
5. As mentioned already a server browser function, please avoid mathmaking if possible atleast if you do match making allow filters so ppl can choose what difficulty they want to be matched with for eg among other preferences.
6. I had another thought but lost it as im so busy telling ppl on my friends list to purchase this game. I will come back witht he Idea A.S.A.P
Kudos to the devs and those who BETA tested this game it's a well rounded game and i look forward to its growth over time.
KillMan64
04-15-2011, 11:08 PM
If split-screen play isn't already a feature, I'd like to suggest it. :)
xX_Renegade_Xx
04-16-2011, 01:24 AM
I'd like to see a survival mode, played on pre-built maps, no turret upgrades available only weapon upgrades and the player gets to choose what aliens spawn before survival begins. This alien will then continue until the game is over.
Might be able to add new achievements too, bobble head killer for example, killing 500 bobble heads in survival ;)
Onigiri-san
04-16-2011, 10:17 AM
Good game!
But, I have many hope!
Block should be optional to build tower. It's limit view and mobility on MAP.I hope to run all over the MAP more easy.
More wide MAP with more winding root.
I hope Minimap to know the situation and to play more strategic.
I think 3D structure MAP have more possibility on design.
More type of trap(poison) and range attack tower.
I hope construction view. It's easy to manage and build tower.
Zorlond
04-16-2011, 12:18 PM
I was thinking, during my attempt to get the 'over 9000' achievement (all lightning towers), that it might be nice to have 3 achievements for upgrading each weapon up to maximum.
I didn't quite realize how awesome the freeze gun was until I upgraded it to lvl 5 out of boredom (the tanks were laughing at my assault rifle, and the lightning towers had things in hand, what else was I gonna do?). Achievements like that can pull people into trying things they hadn't considered.
gatienthe
04-16-2011, 02:21 PM
SDK ?
jalex3
04-17-2011, 01:40 AM
id like in the overview if it told you the minimum number of block they would need to travel, mousing over towers told you the level
maybe mid mouse click while looking at a telly moved you to it.
perhaps a way of each player in multi dragging a color to show a path to plan the maze.
id also love some bigger maps for 4player coop, move achievements and secrets as time goes one. maps are the most important thing.
love the game guys.
Suterusu1337
04-17-2011, 12:04 PM
I made a list while playing through it with a friend on what I think would be nice to see in the game:
Jet Packs (maybe) the ability to fly around and shoot down on mobs (or air) would be nice.
Money from kills. This is a method of balancing MP, kills = money, more money more towers, etc.
Trading money would also be nice, being 15 short of an upgrade that could have won the round is frustrating.
Stats from towers: I'd like to be able to point at a tower and see how many kills it has, this would help to find better placements or which towers to prioritize with upgrades.
HOT KEYS FOR TELEVATORS! I want to hit [Tab] and cursor over a Televator, hit [Alt + number] and then be able to hit [Alt + that number] during the fights to insta-warp to that Televator. Going to the map and clicking it is just too slow for how mobile you need to be.
Fire Tower (continuous dmg)
DoT Tower
Buff Tower (maybe a couple kinds? increase range, speed, dmg of towers and players in range)
sterfpaul
04-17-2011, 12:08 PM
I think a map editor could really get a community going for this game and also increase the lifetime of the game.
Also for multiplayer it would be fun to play against another player, both would have the same map (separate instances) and to win you would just have to outlast the other player. (other possibilities with this type of multiplayer: Clearing a wave first could cause a boss to spawn on the other players map, or possible debuffs to give to the other player)
Love the game tnx.
Hansuki
04-17-2011, 12:18 PM
I think a map editor could really get a community going for this game and also increase the lifetime of the game.
This. On the subject of maps, take advantage of this awesome 3d TD environment to do what Defense Grid never could. A multi level map(3-4 9x9 grids stacked on top and separated by ramps) would be amazing and challenging and require some good televator use. Similarly, a series of floating island grids and teleporters.
4 player co-op is gonna need a heck of room (Mine would be way too small) so think on a grand scale; a massive 90x90 grid map..... mmmmm the possibilities.
darklol26
04-17-2011, 12:32 PM
flamer turret
that is all
Tulipopa
04-17-2011, 01:46 PM
I would like to see a menu where you can select the background music for your maps. I really love Mine's theme and I would like to hear it in the other maps as well.
faaeen
04-17-2011, 01:53 PM
Being able to plan your maze from the overview would be really useful, especially in multiplayer.
I'm pretty sure this has been mentioned already but I think it's worth re-posting.
EnigmaticAlly
04-17-2011, 05:03 PM
I keep preaching this, but it is seriously worth repeating simply because it's irritating beyond belief.. I feel you need to eliminate certain wave possibilities in Multiplayer. Double Tanks, double Gliders, double Hoverers.. My friend and I have faced all of those possible waves and they are normally our downfall in the later rounds of Co-Op.
Well, I've got a new one to add to the list: triple Walkers. Don't believe me..? BAM (http://cloud.steampowered.com/ugc/542891561975252328/F77664FDAD7B2C3DEB3E19E1314E4E0E19B013A4/)! :(
In the earlier rounds, triple Walkers wouldn't be a problem, but by double digit rounds (or in this case, just simply Round 10), their health is enormous. Again, wouldn't be too much of an issue if 30 of them hadn't spawned on either side. By this wave, we already had upgraded a TON of Gatlings (our maze was literally filled with level 2 Gatlings) and our Assault Guns were both level 3. Also, our Core was at a solid 100%.
We never made it to wave 11. That's right.. Triple Walkers took us all the way from 100% to 0%. The sad thing is is that there truly was nothing more we could have done. They ran past those Gatlings like the didn't even exist and no matter how much we pelted them with our Assaults, they would not fall. It's not that we're bad players, either. We're actually both quite good at this game. However, when it comes to certain waves, no matter how hard we try, we don't stand a chance. :l
Drossvirex
04-17-2011, 05:27 PM
Abilities:
Slow Aura: Also final upgrade causes short freezes.
Buff Aura: Stand next to towers to give them extra power, range and or speed.
Sprint: Sprint for a short period.
Balance the waves. For example on the Mine level I'm stuck on Wave 20. The Giant Walker blows past me with a level 6 assault gun and some fully upgraded towers. The previous waves were all easy, but this one Giant Walker seems like he's invincible.
Bigger Maps. One giant Square map.
Eliminatus
04-17-2011, 07:40 PM
Just a quick one that I thought of yesterday as I was being overwhelmed. How bout Hotkeying your televators? I had 4 set up on Bridge and when I had to jump over really fast to get some leakers it's kinda of a pain to pull up the tab and find the teley you want and go to it. Ok ok it isn't that hard but when seconds are literally all you have left simply pushing "4" to go to my end telly is much faster than accessing it on the tab screen.
dbmuller
04-17-2011, 09:48 PM
I'd like to see an editor for it and official community mod contests and the winner(s) get a free Sanctum backpack and headphones (or similar) then the winning mods can be a free official community mod through Steam. This increases the features of the game for low price, increases the community and rep of the game and gives the users good value.
haigen64
04-17-2011, 11:05 PM
Ok i can finally post!
So, i have a few idea im not sure if people have come up with. I read as many posts as i could without falling asleep so here goes:
- Mods
Modifications you can EARN for your weapons. You can achieve this buy doing tasks. an example:
Assault rifle - High caliber mod (increased damage to Walkers)
To unlock: Kill 100 walkers by having the killing shot on thier weak point.
- Core health
The ability to buy 10 core life points for 500 resources (or something) would be really great for those last few rounds.
- Sniper changes
1. I think the scoping is good. But a good feature would be to have it so when you scroll it changes the zoom. Not having to zoom in, then out, then in again to get back to the first zoom distance.
2. Reload speed is kind of fast when its level 6. For the ammo it seems the level 1 takes a while for 1 bullet but level 6 takes no time for 4. i know its meant to have improved speeds but i think its a little too fast.
- More Easter Eggs!
I loved finding the secret rooms and the dolls.
I hope you guys add more of them and more story to the game. I am enjoying it so far.
Just out of collective interest, What was with the journal in the secret room on the map Bridge? it had the review on the Strawberries game but the other page had a batman meme comic. bit strange haha.
Thanks in advance :)
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