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1. Dynamic Docking for Server Units
Description:
Sometimes, server units (or microcomputers) are placed randomly and don’t align with walls, which looks messy. To fix this, you can add a script that checks for the nearest wall within a certain radius. If a wall is detected, the server unit snaps to it and rotates to face away from the wall. If no wall is nearby, it stays in its original position. You can also use small and large Combine consoles as decorative props attached to the servers.
How it works:
The code scans for nearby walls using raycasts or proximity checks. If a wall is found, the server aligns flush to it. Additionally, on the side facing away from the wall, a chance-based system can place Combine fences, small cover props, and lamps for lighting. Randomization makes layouts feel organic and less artificial.
2. Improved Weapon Delivery System
Description:
Instead of simple weapon spawns, deliveries can feel more dynamic by borrowing ideas from Helldivers. For example, when ordering an airstrike or weapon drop, a “Headcrab Canister” model can be used. Upon impact, the canister explodes or embeds in the ground, delivering weapons or supplies.
How it works:
Weapon drops arrive in Headcrab canisters falling from above. Airstrikes use canister sounds and visual effects. When they hit the ground, they explode and disappear. Supply canisters embed themselves into the terrain; players can interact with them to resupply health or ammo but cannot move them.
3. New Class: Pilot
Description:
The Pilot class has increased movement speed and reduced camera shake from enemy attacks (like antlion guards). Fall damage is significantly reduced. This reflects their training to handle extreme G-forces and impacts.
How it works:
Increased run/walk speed by 20–30%.
Near immunity to knockback effects (camera doesn’t shake when hit).
Fall damage is halved.
This class is ideal for mobility and hit-and-run tactics.
4. Engineer Vehicle Support
Description:
The Engineer can spend points to deploy transport vehicles like jeeps, micro-planes, or crop dusters on large maps. These vehicles can be outfitted with mounted turrets (like HL2’s auto-turrets or custom ones).
How it works:
Engineers access a build menu. After spending a high amount of resources, they spawn a vehicle. Turrets or other props can be snapped onto vehicles, making them mobile defense platforms.
5. NPC Bases and Extraction Mechanic
Description:
Enemy and ally NPCs have bases scattered across the map. These bases spawn enemies over time. If players don’t destroy a certain number of enemy bases, the rescue helicopter won’t arrive—it’s “too dangerous.” Combine and Resistance base models, as well as antlion colonies, can be taken from Lambda Wars or Garry’s Mod Workshop, where many high-quality base models are available.
How it works:
Bases spawn at distances from each other, avoiding overlap. They periodically generate waves of enemies. Destroying bases reduces enemy spawns. Players must clear enough bases to enable the extraction point.
6. New Mission Type: Capture Objectives
Description:
Players must capture and hold enemy bases scattered across the map. Bases come with turrets and reinforcements. Captured bases provide defensive benefits but can be destroyed if enemies hit them too hard, requiring recapture.
How it works:
Bases have capture zones.
After capture, friendly NPCs and turrets spawn for defense.
If a base is destroyed, players must retake it.
7. Ally NPC Reinforcements
Description:
Captured bases and certain player classes (like the Commander) can call in friendly NPC reinforcements via drop pods or helicopters. These allies help players survive massive enemy waves.
How it works:
Bases periodically spawn allied NPCs. The Commander class has abilities to call in squads faster and cheaper. NPCs can be delivered via HL2-style pods or air-dropped from helicopters.
8. New Class: Commander
Description:
The Commander is a tanky support class. They’re slow but can call in reinforcements and draw enemy aggro. Enemies prioritize targeting the Commander, requiring the team to protect them.
How it works:
High health and armor (e.g., 250 HP, 75 Armor).
Slower movement and reload speed.
Can call in NPC squads at lower cost and shorter cooldowns.
Enemies focus fire on the Commander, making teamwork essential.
2. Too much work for too little gain. We already have the shop. This would mess up all of our balancing.
3. We are never adding new classes.
4. We are never adding class-specific orders. We had ideas for them but we cut them early in development.
5. This is easier said than done. We already had this idea. This is nearly impossible to implement properly.
6. We don't need mission ideas because we have a Design Document with a ton of new mission ideas written. Thank you.
7. This is not the point of the gamemode. This is players VS npcs. if you need help, use turrets.
8. We are never adding new classes.