Multiz xeno structures

Good day you all, I have been fixing all known (and unknown) multiz bugs and adding more feature, but now I need some ideasguying on the next one, MULTIZ XENO STRUCTURES.

My current options

  1. Resin structures create wall above them if it is open space, the wall transfers damage to the main structure and is destroyed alongside it, prevents looking/shooting over resin walls , already coded it

  2. When floor destruction PR is in there is option for resin walls to have floors on top to allow extra construction or pylons create proper roof on top of them, not sure if that will be good but it can be experimented with it too

  3. Something else you come up with, possibly resin stairs and such not sure

4 Likes

BIG GIANT ACID PILLAR THAT SPITS BOILER SIZED GLOBS OF ACID.

In a serious suggestion, though, Multi-Z resin structures sound really neat, and potentially allows for the creation of grander xeno defensive structures. I’ve had an idea for a while about Xenos being able to TRULY infest a colony, placing various large scale structures across the colony that provide benefits to them, that marines either have to dedicate serious resources and manpower to take down and destroy, or let exist and face the consequences in an attempt to tackle the main hive itself. Multi-Z xeno stuff might be able to facilitate such a thing.

In regards to waht you mentioned, the looking over walls thing is great, the option for Xenos to create alternative terrain to attack from is also really cool, and maybe not Resin Stairs, but more… resin vines/make it so when you’re climbing up a wall that has resin on it then it goes faster.

2 Likes

add a wall nest xenos can buckle to, it hides them from MDs, makes them near invisible, and heals them like resting on weeds. you can build a support pillar for it to build one on an upper z level

2 Likes

Trapped walls. They look and function like a normal resin wall but when the lower layer is destroyed the upper layer collapses and drops simple “traps” (sticky resin, weed nodes, etc.)

Destruction via c4, BC, and BRUTE would ideally prevent deployment of the trap to provide a counter play.

Force Marines to start looking up so there’s more multi-z awareness. Too many people are stumbling around without even glancing up.

Resin structures create wall above them if it is open space, the wall transfers damage to the main structure and is destroyed alongside it, prevents looking/shooting over resin walls , already coded it

holy fuck that’s based

Do we get multi z marine structures next?

I really like this, props to you. It’s very good for temporary defences from upper level. I really like it.

Stairs would lead to xeno made structures. But then again, one brute and you see cardboard box collapse and xenos falling into a flamer spec that is having the barbecue of the year.

And I am sorry but I have seen 300. You know “This is sparta” So sorry, BUT if I made a long stairs up and devore a marine and took him on the top and push him over the edge into the pit I made with resin spike on the bottom. From 1-10, how much would you be impressed? Asking for a friend, I would never do it haha

possibly, there is slight issue with barricades that might need to be adressed, but unless someone else does it I do not see marines in an urgent need of multiz structures right now. with floor destruction there MIGHT come and option to REBUILD (no not build on new tiles) destroyed floors, but that is up for testing, none of it is set in stone.

As I was given feedback that there might be an issue with marines shooting the upper wall with xenos not knowing it is being shot I will attempt to mirror the bullet ping from upper floor to lower, that will make (when looking at lower level) upper wall being shot at upper level the same as wall on lower level being shot from upper level.

There might come a toggle to choose if you want to build the upper wall but I have some concerns about that and xeno griefing eachother/possible bug abuses with it

I think that trap wall is sort of what the designer walls do, when they leave the goo already? making trap walls that can not be spot from lower as they can possibly be made at outer edges of buildins/ thier exits where you can not look up but are facing the lower portion of the wall

1 Like

Really cool on paper but would likely need some major downside, or a countering marine buff

Xeno sitting JUST under a roof spam placeing these wherever marines are shooting from above,

or just sitting behind already placed ones

1 Like

we aint playing tradeoff on this server, so much stuff is being added to both sides that no need for “counterig buff” is needed for minor changes like this (not that they are done for major ones).

balance is a lie anyway, just trying to make the game fun. marines idealy need to be fighting over all levels at all times anyway

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Also like brute exists so i can still blow out the lower walls and have the entire structure fall down. Might cause more xenos deaths with them falling down z levels right into a horde of marines.

for now upper walls can not have xenos standing on them without… some unintentional stuff might get you into them but with current stuff that can not happen

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