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Screenshot Saturday #8

🕑 Added 2025-07-26 09:00:08 +0000 UTC
Screenshot Saturday #8
Screenshot Saturday #8
Screenshot Saturday #8
Screenshot Saturday #8
Screenshot Saturday #8

Comments

Jason K

I don't know how hard it would be to implement something like this, but it would be sweet if say, one of the factions had unique shields/ laser walls that can reflect projectiles back. They would still take damage, but as they are taking hits they will reflect/redirect physical projectiles back in the general area of the attacker and reflect/refract laser projectiles similarly. I remember when total war Warhammer 3 introduced the dragon lore of magic with the reflect spell that reflected arrows and cannonballs and such back to troops and I thought that was pretty dope. That would make for perhaps a more interesting approach in attacking that certain faction, maybe requiring a more ranged approach. They could be balanced by having, say weaker/more expensive shields as well.

John Doe

Would love to see (as you mentioned) the ability to select a subcommander unit and have him perform one of several tasks as a mini AI: - Fortify this area, build defences, shields, repair facilities. The player designates an area to fortify so he can limit how many resources the subcommander will try to invest before considering the task complete. - Perform maintenance in this area. The player designates an area where the subcommander will repair damaged sctructures and units, and rebuild destroyed structures. - Find the nearest unclaimed alloy deposit and exploit it, maybe fortify it a little, then repeat. This job is tedious for the player. - Turn an area into a unit production facility. The player designates an area for the subcommander to build factories and constuct units that can be used by the player or another subcommander to conduct periodic attacks. - Use existing units to attack. The player designates an area and timer so every X minutes the subcommander selects all units from this area and sends them to harass the enemy. Having this feature depend on a phyisical subcommander unit makes it more tangible to manage, and having the AI task stop when the subcommander is destroyed provides it's own fun objective for the enemy player to hinder your operations. Further brainstorming: If the player sends the subcommander out to perform a task FAR away then the subcommander should be able to requisition himself a transport aircraft and move himself over there. Bonus points if he requisistions a squid of intercepters to escort him there.


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