Clone Drone in the Danger Zone

Clone Drone in the Danger Zone

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An Idea for a Major Update...
Changes to existing content:
- A minimum of 10 LBS maps are to be added.
- In LBS, Spear now costs one upgrade point, while Shield costs 2.
- Shield is now an independent item located in MAIN upgrade tree.
- Upgrade Tree Revamp.
- Armor in LBS now regenerates by one pad every 10 seconds.
- Attack of the Enemy Zombies is no longer a challenge. It is now part of a new storyline.
- All zombie-themed levels have been updated to contain ALL the zombies, (excluding the boss variants).
- Zombie Captain & Zombie Raptor have been heavily buffed.
- Zombie 4 re-skinned to look like Sword 4.
- Shield bash replaces dash unless specified in the settings, while the player simply hits their opponent with their shield if they have kick instead.
- Updated the voxel engine to make damage far more consistent, and weapon-clipping a lag-exclusive issue.
- Raptor can claim other green Upgrade Drops.

New Content:
- Added 3 new weapons.
- Added "Race to the Core" multiplayer gamemode.
- Added plenty of new zombies.
- Added 3 new challenges/co-op challenges for each weapon.
- Added dual wielding.
- Added co-op challenge featuring dual wielding.
- Added "Waging War" multiplayer gamemode.
- New/returning upgrades for existing weapons/stats.
- New Upgrade Drops.

Let's break it down.

10 LBS maps... Do I really need to explain this?

Spear used to cost one upgrade point. Because of how useless it is, we changed it back. Spear is located in the new "Light" tab in the upgrade tree menu, (we'll get to that soon). Spear can be lengthened with a new upgrade, (Called "Longer Pole"), that increases it's length by 50%. Since it's a light weapon, it can be used with the Sword or the Axe.

Shield costs 2 upgrade points in LBS now, just like it used to. However, it's now an independent item, (Though you will need a light weapon to get it). Shield is still given with the Max Spear Upgrade Drop, but the shield has it's own upgrade drop. You can now increase it's fire resistance, durability, and even give it a protective energy coating. The upgrade "Reinforced" goes up to two levels, each increasing the shields durability by 25%, while the Upgrade "Auto-Cooling" Makes the shield take no fire damage. And finally, the upgrade "Protective Barrier" Gives the shield a shiny energy coating that can reflect arrows, (scales with Block Projectiles), can take 4 strikes from a light weapon, can only take one Crossbow Bolt or one hit from a heavy weapon, and can take 10 Flame Breath particles. This barrier regenerates every 10 seconds, like the revamped armor. Max Shield grants all of these at max, of course. Shield Bash, (unless specified in settings), replaces Dash if the Shield is equipped. Jetpack now makes the player hold the shield in front of them to knock down anyone in their path if the click button is used with the Shield equipped. The Shield is bound to button 8.

The Upgrade Tree has been changed to support new/returning upgrades. Here are the concept images for the new Upgrade Tree Menu:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542378011
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542377315
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542376836
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542376476
[insert links here]

Armor has been changed. In LBS, it regenerates every 10 second by one pad. It also has a new Upgrade Drop that grants Armor, Fire Resistance and the base kick upgrade.

There will be a new zombie storyline, starting with Attack of the Enemy Zombies, and continuing with the new zombie challenge. All zombie levels have changed to include all zombie robots, and in the Level Editor, there is now a folder in the Enemy Spawns folder containing the zombies. The Zombie Captain and Zombie Raptor will receive heavy buffs to make them a legit threat. Zombie 4 now looks like Sword 4. Several new zombies are added, including a new variant based around Hammer Bots.

Some CDHD tech is introduced to make the game both run better, and make damage more consistent.

The Crossbow uses the unused EMP effect, However, the effect has been updated. It now only slows down victims by 75%, disables blocking, and slowly drains energy for the duration, (which lasts 2 seconds). The Crossbow is the first and currently the only weapon with an ammunition system. It takes the Dash's energy to load, but at base level holds two shots, (which can be upgraded to 5 shots). This is supposed to be a weapon that immobilizes the target before killing them. The projectile is about a voxel in width and height, and travels 3x faster than an arrow, (which can be upgraded to 5x). This weapon has no fire upgrades, because the EMP is already powerful enough. The Crossbow is bound to number 5.

The Axe is a sort of boomerang, as you can throw it to latch onto enemies and garbage alike to bring them closer to you. simply clicking the attack button will make the weapon swing like a one-handed Sword, but holding it down charges it. Once ypu let go, the Axe Flies. Anything picked up is dropped in two seconds. The Axe is smaller than the Sword, but is faster and better at blocking. The Axe can be upgraded to be set on fire, have a farther throw distance, and come back to you faster. The Axe is bound to button 6.

The Mace shares a lot in common with the hammer, However it comes in one size, and if the user uses the jump cleave attack, when the Mace hits the ground, it repulses all garbage, the user, and their enemies/allies, but tanks your energy. This weapon can be upgraded to deal more crushing damage, to be set on fire, and to make the repulse stronger. Energy Capacity 1 is required for this weapon. The Mace is bound to button 7.

Race to the Core is a new sport made by the robots on their home planet. They repurposed an old quarry, constructing 25 floors that 4 humans must race through. The humans must fight both each other and AI opponents that enter the floor. Each floor has a "Point Quota" which a human must fulfill to move to the next one. Human kills are worth 5 points, Mk 1-4 robots and armored Mk 1-2 robots are worth 1, Mk 5 robots and armored Mk 3-4 robots are worth 2, and armored Mk 5 robots are worth 3. The first human to the bottom wins!

Dual Wielding is a new thing you can do with light weapons. By pressing both weapon buttons or both weapon switch buttons to equip two light weapons, (which also works with the Shield). With a Sword/Spear or Axe/Spear combo, the Sword/Axe swings first, then the spear stabs. With a Sword/Axe Combo, the sword swings first, then the Axe swings the same way. If you throw the Axe while dual wielding, The other weapon behaves like normal until the Axe returns.

Each weapon has both a challenge and co-op challenge to complete. The Dual Wielding co-op challenge is similar to the one weapon challenge, however the players are restricted to light weapons.

The Waging War gamemode takes two teams of 10 humans to capture 3 different points. To prevent swarming, Friendly Fire is enabled in public servers. humans killed by Friendly Fire receive a penalty. They receive extra time in the respawn chamber. there are 1000 points to earn. Kills are worth one, and a zone is worth a temporary 100 points, and adds an extra point to the board every seconds, (which stacks). While one team has 1000 points, the other team can no longer respawn. While both teams have 1000 points, no one can respawn. The game ends when a team is completely wiped out.

Unbalance and Good Form are added to the Main upgrade tree. The Energy Branch has an upgrade to counter the EMP. The Efficient Core upgrade reduses the movement speed penalty of the EMP effect by 50%, and halves the duration. On top of this, it decreases ALL forms of energy usage by 50%. In LBS, it can only be obtained with Max Energy, as it is worth 4 upgrade points.

Each new weapon gets its own upgrade drop, while Raptor can claim both Giant Size and Laser. The raptor's armor regenerates every 10 seconds, (because it's in LBS, duh).

Alright. That's it. I'm genuinely surprised you read ALL of that, unless you skipped to the bottom to tell me there is nothing they can do to update the game. DON'T SAY THAT! THERE IS PLENTY THAT CAN BE DONE!
Last edited by Anti-Organic_Dude; 4 Aug @ 8:16pm
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Showing 1-15 of 24 comments
MadCat 5 Aug @ 12:54am 
This would probably realistically take years to implement, but all of this sounds really cool. I don't know about every level having every zombie enemy though, maybe it's better to have them appear gradually throughout like in the main story (if I understood what you said right). I really like the idea of EMP, but I don't know about mace. You could just steal Minecraft mechanic and make the radius of the shockwave scale with height, but it sounds kind of... Not worth taking a 7th slot for now. The devs said the tree was already getting too big for their liking, which is why they didn't add the axe to the main game (my theory that Hyperdome is just an excuse to add more cool weapons that won't fit into the main game still stands!), so yeah. Also I don't know if it would be convinient to have 7 weapon slots and dual wielding abilities while on controller, I remember being slightly lost even with 4 (Not as good with controller as with mouse and keyboard to be fair). Some ideas are too vague too I think, how do we buff the zombie raptor and zombie captain, what do you mean by the Zombie4 looks like Sword4 (more of my understanding issue), how do the hammer zombie's work if their thing is swinging wildly and hammers are all about slow and impactful hits, what ideas do we have for whole 10 maps, how does the Race To The Core mode look (I have wildly different pictures in my head of how it could look according to your idea), killing is merely 5 points and you need 25 floors, so with only 4 players will there be respawns or will it just not be combat focused? In general, I like these, but think it's not really a major update, but rather a direction in which the game could grow for next some years. Great job :steamthumbsup:
Originally posted by MadCat:
This would probably realistically take years to implement, but all of this sounds really cool. I don't know about every level having every zombie enemy though, maybe it's better to have them appear gradually throughout like in the main story (if I understood what you said right). I really like the idea of EMP, but I don't know about mace. You could just steal Minecraft mechanic and make the radius of the shockwave scale with height, but it sounds kind of... Not worth taking a 7th slot for now. The devs said the tree was already getting too big for their liking, which is why they didn't add the axe to the main game (my theory that Hyperdome is just an excuse to add more cool weapons that won't fit into the main game still stands!), so yeah. Also I don't know if it would be convinient to have 7 weapon slots and dual wielding abilities while on controller, I remember being slightly lost even with 4 (Not as good with controller as with mouse and keyboard to be fair). Some ideas are too vague too I think, how do we buff the zombie raptor and zombie captain, what do you mean by the Zombie4 looks like Sword4 (more of my understanding issue), how do the hammer zombie's work if their thing is swinging wildly and hammers are all about slow and impactful hits, what ideas do we have for whole 10 maps, how does the Race To The Core mode look (I have wildly different pictures in my head of how it could look according to your idea), killing is merely 5 points and you need 25 floors, so with only 4 players will there be respawns or will it just not be combat focused? In general, I like these, but think it's not really a major update, but rather a direction in which the game could grow for next some years. Great job :steamthumbsup:
I guess I could've explained this a lot better. In Race to the Core, players would respawn, and it would look like an old mine. If there is a player on the floor, different enemies will spawn, such as hammer bots, spear bots, archers, and sword bots, (to a max of 2 per catagory, per player on the floor). They could add this content in smaller updates overtime. I don't plan to rush the devs.

The Mace can be upgraded to deal more crushing damage, (as at base level, it bounces off of players like a hammer bounces off a shield), and can be used for a quick getaway. I separated the weapons into different upgrade trees in a new Upgrade Menu.
Originally posted by Anti-Organic_Dude:
The Upgrade Tree has been changed to support new/returning upgrades. Here are the concept images for the new Upgrade Tree Menu:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542378011
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542377315
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542376836
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542376476

The Fleet Captain can kill more than 80 of it's zombie counterparts, so this needs to change. The Zombie Raptor's bite is very unlikely to actually hit, and for some reason is an ability rather than a normal attack, so it's a glorified kickbot at best. Zombie 4 looks like Bow 4 at the moment, and since we're adding a zombie archer 4, the model will change.

I hope I cleared some stuff up.
another axe idea:steambored::steambored::steambored::steambored::steambored:
the crossbow will be extremely unbalanced in multiplayer. You can spam it in close/mid range with the opponent not being able to do anything, no way to dodge it with its projectiles being extremely fast, being slowed down, no energy to dash away, and no way to block? (block what, arrows, swords, shields? If it disables block arrows it's genuinly ridiculous lol) and the shield can only reliably protect you from one bolt. Don't forget that you can pair it up with bow, immobilize your target and finish it with a bow from safe distance.
Last edited by Kissshot; 5 Aug @ 6:55am
MadCat 5 Aug @ 6:55am 
Originally posted by Anti-Organic_Dude:
Originally posted by MadCat:
This would probably realistically take years to implement, but all of this sounds really cool. I don't know about every level having every zombie enemy though, maybe it's better to have them appear gradually throughout like in the main story (if I understood what you said right). I really like the idea of EMP, but I don't know about mace. You could just steal Minecraft mechanic and make the radius of the shockwave scale with height, but it sounds kind of... Not worth taking a 7th slot for now. The devs said the tree was already getting too big for their liking, which is why they didn't add the axe to the main game (my theory that Hyperdome is just an excuse to add more cool weapons that won't fit into the main game still stands!), so yeah. Also I don't know if it would be convinient to have 7 weapon slots and dual wielding abilities while on controller, I remember being slightly lost even with 4 (Not as good with controller as with mouse and keyboard to be fair). Some ideas are too vague too I think, how do we buff the zombie raptor and zombie captain, what do you mean by the Zombie4 looks like Sword4 (more of my understanding issue), how do the hammer zombie's work if their thing is swinging wildly and hammers are all about slow and impactful hits, what ideas do we have for whole 10 maps, how does the Race To The Core mode look (I have wildly different pictures in my head of how it could look according to your idea), killing is merely 5 points and you need 25 floors, so with only 4 players will there be respawns or will it just not be combat focused? In general, I like these, but think it's not really a major update, but rather a direction in which the game could grow for next some years. Great job :steamthumbsup:
I guess I could've explained this a lot better. In Race to the Core, players would respawn, and it would look like an old mine. If there is a player on the floor, different enemies will spawn, such as hammer bots, spear bots, archers, and sword bots, (to a max of 2 per catagory, per player on the floor). They could add this content in smaller updates overtime. I don't plan to rush the devs.

The Mace can be upgraded to deal more crushing damage, (as at base level, it bounces off of players like a hammer bounces off a shield), and can be used for a quick getaway. I separated the weapons into different upgrade trees in a new Upgrade Menu.
Originally posted by Anti-Organic_Dude:
The Upgrade Tree has been changed to support new/returning upgrades. Here are the concept images for the new Upgrade Tree Menu:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542378011
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542377315
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542376836
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542376476

The Fleet Captain can kill more than 80 of it's zombie counterparts, so this needs to change. The Zombie Raptor's bite is very unlikely to actually hit, and for some reason is an ability rather than a normal attack, so it's a glorified kickbot at best. Zombie 4 looks like Bow 4 at the moment, and since we're adding a zombie archer 4, the model will change.

I hope I cleared some stuff up.
nice :steamthumbsup:
I don't know about changing zombie4's look, it does sound like an esthetical preference rather than an actual needed update. They zombies, they don't need to look organised to theh bot ranks anymore, they are going wild! If anything, same basic zombie types should have multiple possible skins to make the hordes look less boring and more chaotic.


Originally posted by Kissshot:
another axe idea:steambored::steambored::steambored::steambored::steambored:
to be fair this one is at least interesting and not just "axe".
MadCat 5 Aug @ 7:00am 
Also I have to ask, would there be a robot type for each weapon and would robots dual wield? This update does seem a little multiplayers focused, especially with crossbow. What would it's effects be on bots? Would there be crossbow bots?
Originally posted by MadCat:
Also I have to ask, would there be a robot type for each weapon and would robots dual wield? This update does seem a little multiplayers focused, especially with crossbow. What would it's effects be on bots? Would there be crossbow bots?
Each weapon would have Mk1-3 robot variants, with there being an enemy you can choose to have what weapons to dual wield in the level editor. The new weapons and dual wielding would be introduced into multiplayer. The EMP effect is the same for all robots unless they have the "Efficient Core" upgrade.
the mace is just uselles, you can add those upgrades to hammer.
MadCat 5 Aug @ 7:17am 
Now when I think about it, they would need to change levels in the game to fit all these new weapon bots. They'd have to go through every endless and challenge level, and also those bots would be nowhere to be found in story mode unless the devs would go through all that too. Yeah, these ideas would definetely take years to implement, even if they were heard...
BTW, I know you aren't particapating in your own competition, but I have to say, the Race To The Core gamemode can be made at least to some degree in level editor I am sure, and it would make for a nice minigame...
MadCat 5 Aug @ 7:17am 
Originally posted by Kissshot:
the mace is just uselles, you can add those upgrades to hammer.
that's one fair point, yeah..
yeah honestly axe is pretty cool you can drag your enemies and kick them into hazards and do other stylish stuff. The fire upgrade and "better at blocking and faster than sword" thing doesn't add anything tho, you'd have a sword in your off hand anyway, axe doesn't need it's own melee attack at all
Last edited by Kissshot; 5 Aug @ 7:33am
MadCat 5 Aug @ 7:28am 
Axe would definitely make for some insane tech with the reverse kick ability. Imagine pulling enemies to hazards between you, getting archers down from highground... So cool!
The waging war is just kind off overly complicated imho. Just a match where the team with biggest amount of kills wins would be more fun ngl, just add a timer that will make everyone unable to respawn if it runs out. Honestly even without the team stuff it would work, it would basically just be a deathmatch.
Last edited by Kissshot; 5 Aug @ 7:50am
MadCat 5 Aug @ 8:00am 
Originally posted by Kissshot:
The waging war is just kind off overly complicated imho. Just a match where the team with biggest amount of kills wins would be more fun ngl, just add a timer that will make everyone unable to respawn if it runs out. Honestly even without the team stuff it would work, it would basically just be a deathmatch.
I really like the team aspect specifically, I think with duels and LBS in their current state there is enough fighting each other to death already. There is a lot of coop pve, solo pvp, but there is no coop pvp. Any sort of team vs team would work I think.
Originally posted by MadCat:
Originally posted by Kissshot:
The waging war is just kind off overly complicated imho. Just a match where the team with biggest amount of kills wins would be more fun ngl, just add a timer that will make everyone unable to respawn if it runs out. Honestly even without the team stuff it would work, it would basically just be a deathmatch.
I really like the team aspect specifically, I think with duels and LBS in their current state there is enough fighting each other to death already. There is a lot of coop pve, solo pvp, but there is no coop pvp. Any sort of team vs team would work I think.
And of course to keep an entire team from grouping up on one person at a time, there is friendly fire that punishes its victims.
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