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Messages - bluereaper75

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16
Design / Re: So, what happens to alien weapons when you sell them?
« on: March 21, 2012, 09:32:23 pm »
I think this is something that the game needs to address at some point. I have the same issue with the x-com games. in those games, all the futuristic alien technology is only applied to the rest of the world after the alien wars. you could argue that PHALANX is supposed to be a secret organization, which makes no sense because, just like in x-com, the whole world knows about the alien invasion. It'd be easier to just come clean about the PHALANX operation for morale purposes. Even still, everybody knows about the aliens. You would expect that advanced technology and weapons would become common place in the event of an alien invasion. so why is all the advanced weaponry exclusive to PHALANX?

Id just like to see my efforts having more of an impact on the world. thats all

17
Design / So, what happens to alien weapons when you sell them?
« on: March 21, 2012, 06:34:35 pm »
So I was thinking. If the only reason the armies of the world alone cant fight the alien invasion is because of how outgunned they are compared to the alien technology, why not arm them with weapons designed by phalanx? What would happen if you donated laser rifles and d-f cartridges to the various armies of the world? or donated advanced interceptors? or other technologies like nano-suits? wouldnt that make defending earth easier?

It also raises the question of what happens when you sell alien weapons you dont need. where do those weapons go?

This gives me an idea for a possible alternate winning condition. Have a meter for how effective the worlds armies are at defending themselves (starting at 0). Everytime you produce new weapons and equipment, you have an option for donating it to an army of your choice, which causes the meter to go up a small percentage. This could be a way of earning better relationships with the various funding nations. Eventually the meter would start going up by itself at various small percentages at a time. when it reaches 100% over time youd get an alternate ending, where the armies of the world join with you to fight off the invasion.

I feel like it would be a good idea if you wanted to show how much of an impact PHALANX is having on the world


18
Yes. I agree. It needs to be done. I am so sick of all the "civilian spotted" notifications. it completely kills the mood whenever i am having an intense mission, and a civilian across the map appears and the camera jabs away from my soldier. completely kills it.

19
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: March 21, 2012, 06:10:03 am »
not like the coilgun or the alien needlers. i mean they would literally be assault rifle bullets but made of alien metal.


20
Feature Requests / Alien bullets/Armor piercing rounds
« on: March 21, 2012, 05:29:35 am »
So... falling skies has given me this idea... how about have a research project where you basically melt down alien metals from alien body armor and cast them into assault rifle bullets? it would be a totally optional research item of course. All you would need to have researched is the alien body armor and alien aircraft plating.

21
Discussion / Re: Gotta love the "rambo's" on your team...
« on: July 23, 2011, 02:12:39 am »
yep! i feel it. then you feel really sad for them to. its like you become emotionally attached to them. you could just hit the reset button and try the mission again, but at this point its like 3am and you lack the patience to start over

22
Feature Requests / base building idea: Rec Room
« on: July 22, 2011, 11:11:59 am »
I noticed something while playing today. If this were a real military conflict (lets say for the sake of this argument), morale would be at an all time low. For the soldiers fighting the invasion, they go into battle several times a day and lose close friends all the time. lets not forget the fact that there is no rest/relaxation for them.

so, i propose a rec room building for bases as a means of boosting the morale of your soldiers (keeping them from going insane with rage in the field, which i find annoying when it happens).

what do people think?

23
Design / Re: CURRENT STORYLINE -- SPOILERS!
« on: July 22, 2011, 10:55:33 am »
ok so i kinda skimmed through this thread a bit, so if this question has already been addressed, i apologize:

will there be cutscenes to further the plot? sorta like the opening text talking about the initial attacks? cuz it seems like some of the plot points like the "failed PHALANX assault" and the "PHALANX scout ship going to other planets" can only be done with cutscenes

24
Design / Re: SPOILERS - Storyline proposal
« on: July 22, 2011, 10:52:01 am »
Just got a question:

are there going to be more cutscenes to enhance the plot? Like i read thru the story (pretty original btw. props to the writer), and it seems like the "failed PHALANX assault on the mothership" plot point would be hard to do in game.

25
Discussion / Gotta love the "rambo's" on your team...
« on: July 22, 2011, 10:28:45 am »
you know what i mean, the team members who have been there since the beginning and have their rank and kill count about 10 times as high as anybody else. and then you get attached to them and you imprint on them that they are the main protagonists like its starship troopers or something.

anybody agree?

26
Feature Requests / terror mission idea: full scale invasions
« on: July 21, 2011, 01:42:04 am »
i want to see the aliens really decimate and raid cities. The opening text talking about the attack in mumbai really boiled this in my imagination.

Like i imagine missions were you are in a large city map and have to take on many aliens as they march through the streets with ruined and burning buildings around them, gunning down civilians as they run and hide. burning cars and abandonded barracades and military vehicles line the roads. dead civilian bodies litter the streets. The "evacuate immediately" music from the opening text screen plays in the background, further enhancing the mood and tone of the mission

it would have to be later in the game though, like when the carriers start showing up and you gain access to larger drop-ships

27
I like this news report sound clip. I hope that they add more news report clips as background sound effects, like if you see a radio on a table in a house and a soldier is near it. it would have to have that looping thing fixed still of coure :)

28
Artwork / Re: Alien bestiary
« on: July 20, 2011, 09:21:14 am »
I got an idea for one. now this one is inspired by the mechs from falling skies

It would just be a large robotic shock troop. It is unable to enter buildings due to its size, so it marches through the streets shooting anything in its path. A good strategy would be to move your troops inside of a building or behind cover, and use explosive and/or energy weaponry to take it down.

dispatched from orbital entry pods dropped by carriers (so, a carrier can send several down into a city and keep on flying to provide distraction if it is attacked).

could maybe act as an upgraded version of the "alien tank"

29
Artwork / Re: Video in-game cut-scene movie clip planning
« on: July 20, 2011, 09:06:47 am »
Aight so here is my idea:

My idea would be a "battle: la" style intro sequence (if you are familiar with the movie).

1) open with a city. civilians walk and enjoy their lives in the peaceful calm of the urban environment.

Cut to:

2) a man in a military uniform working in a dark light room at a video monitor. a big partially concealed PHALANX emblem is on a wall in the background

3) camera moves back to reveal a scene of a large control room environment. setting the scene in the radar room of a phalanx base

4) camera zooms in on a big monitor showing earth. suddenly, a siren goes off.

5) the monitor screen zooms to show a satellite view of a small location on earth (say, new york city). several large red dots

cut back to:

6) the futuristic city. citizens look up into the sky. camera pans to reveal several harvesters screaming out of the sky onto the city, along with orbital entry vehicles that resemble comets impacting

7) the people begin to run in mass panic as the harvesters land and unload hordes of aliens (the first 3 main alien types).

cut to:

8) hand-held camera style news report footage of the aliens gunning down helpless people as security and police forces attempt to hold off the attack. ends with a shot of an alien shooting into a camera, causing it to fall.

cut to:

9) a scene of a wounded civilian crawling through the burning wreckage. an ortnok steps on him, and the camera zooms to the barrel of the plasma gun as it fires. cuts to black.

black dissolves to:

10) the phalanx logo on the side of a drop ship. camera zooms out to reveal a sizeable force of phalanx drop-ships and stiletto aircraft flying in formation over the burning city, ready for action

11) drop-ships land, and phalanx troops in combat armor jump out. camera zooms to the helmet of the lead soldier, fades to white

12) Title screen

30
Discussion / Re: whats next after the nanocomposite armor?
« on: January 09, 2011, 11:15:07 am »
wow those look really great! i cant wait to use them. i know you are probably trying to keep a level of confidentiality, but can you say when the next version comes out were we can use them? IE when they will be ready?

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