Getha (Necars Field 2.0)

BioXide

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Hello,

Pre-production has started for Getha, and our level designer will begin working on it in a few weeks. I want to follow the same process we did with Ceres, where we use a fom colony as a base layout/design, then expand from there and add custom stuff. I'd love to integrate the community into the pre-production process, fleshing the alien world even further, let me know what you would like to see or expect, be it visually, gameplay, territories, etc.

Here are some features planned out:
- Multiple landmarks/spots for hunting aliens, each one with a different layout and alien types
- Underground cave network with bigger/dangerous aliens that will require groups of decently geared players to push through, these areas will also have better/unique resources to acquire
- Multiple territories, mining, production, etc
- Random world events in different landmarks, such as defending an area, raiding a cave, etc
 
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HBnY

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A world boss type alien that spawns every few hours like an open world boss in an mmo
 
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Hari Seldon

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A world boss type alien that spawns every few hours like an open world boss in an mmo

For true world boss type things a timed spawn seems too easy and would loose relevance, maybe to make it special have some thematic steps you need to do to get it to spawn as well a lock out for a week (or even a month) so the killing and looting of it become something factions can compete around and have a need to keep tabs on who is going to planet and what people are up to.

To make is extra you could have a pool of world boss type monsters that randomly rotate availability for spawn each with their own spawn requirements (some common some unique) which is hidden info so players are never quite sure what they are going to cause to turn up or which one of the variations they need to go through until monster arrives. You can make a puzzle that slowly provides subtle info so players can narrow down on the right steps for the active monster as you go.
 
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HBnY

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Yea im just suggesting a cool idea. I havent thought of the specifics and fine details yet. Cba rn
 

David Ord

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Swarm of flying aliens that can attack from the sky and move about in high numbers. Include canyons and have alien hives that are hidden away in tunnels and caves. To destroy the hive, the aliens and eggs within the area need to be cleared with the main hive structure having high HP and needs heavy weapons, grenades and rocket lauchers to dismantle. Early Indication of a hive can be lower HP aliens around the outer and closer to the center the heavy attack and HP aliens can reside to protect the hive. These hives cannot be done solo and need a well organised group. Keep main storages away and let people use their intuition and equipment thats available to them in game. Getha should be a unforgiving and dangerous colony where there is saftey in numbers. There should be main structure housed with TDC defenses to withstand alien swarm attacks and a network of scattered buildings.
 

Hepopotan

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more alien types:
- bring back jumpscare worms and let them tunnel around underground that makes them invulnerable
- flying aliens that dodge similar to assault drones in dodging ability except they dodge in the x and y axis (maybe a melee and ranged variant/or combine these two into one)
- add the literal predator so i can pretend to be Dillon getting absolutely destroyed by this creature in the tall grass

landmarks:
- river running thru the map diagonally with maybe bridge crossings
- salvaged ruins of a spaceship

other notes:
- keep man-made strucutes and spawn areas far inbetween for players to feel more vulnerable and isolated in the wild
 

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It would be nice to see some system that runs in the background to determine xenos population ratios and positioning in balance with a Xenos "threat" level that is determined by levels of PC activity in terms of number of PCs spending time on world in particular zones and the number, rate and type of xenos killed. The upshot should hopefully be that if PCs (as a whole not just individuals) start poking the xenos bear the bear swipes back in stages that can get quite out of hand and lead to subsequent increases in xenos attacks on other worlds commensurate with PC effects of xenos number. IF PCs get truly out of hand with the farming maybe for a bit the xeno head towards ecological disaster and need to be left alone before their numbers come back up (on that planet I am sure there is a tyranid-esk GM plot off camera) not sure if that meshes with your idea of wanting the aliens to be a kind of "no PC fights are going on" activity however.

Core part of a galactic map wide system that would require PC activity to keep Xenos to a manageable level to prevent them spreading (i.e. start spawning in an ecological ratio) on the next planet over in the network. If the relevant forces aren't keeping their numbers in check and focused on an area then xenos can invade a planet without needing a PC to deliberately transport eggs. The Xenos can have progressive effect on biomes like slowing down automatic off camera mining activates at given thresholds, damaging native crop & obv making the streets dangerous to walk in.

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Previously mentioned GM toolkit to tweak, override/deploy and direct the xenos on the planet to help add an extra layer of complexity to xenos attacks on more persistent or organised PC activity. If someone starts to build a player house colony on the map would be a valid thing to have a story GM start directing attacks onto that or have GMs hiding in the background strategically jousting with TDC officers running patrols ect. in particular when Xenos end up in numbers of another planet. Different GMs can have maps of responsibility to hopefully give identity to local xeno.

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Xenos farming; Maybe some less valuable and smaller xenos don't have to be a aggressive mob you have to shoot and with the right set up of deployables and attention you can harvest a resource from that xenos without harming it provided you have given it the right resource to grow, interesting for how this plays into xenos social structures, ecology balance and lifecycles. Having to keep xenos wolves off your herd of xenos cows.

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Alien looking and acting flora without having to go to glowing floating mushroom trees and crystal bushes or whatever. Something familiar like a redwood forests but with a small twist like ultraviolet flower blooms at certain times of year or pine cones that drop in a particular season with a small explosion radius on impact with the ground. Patches of carnivorous bracken type stuff with almost velcro leaves, though unable to harm something the size of a human (like a venus fly trap) it can still slow movement speed thus something to drive targets into or avoid getting caught up in when on the run.

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Almost certainly massive scope creep but the more plants that have an interactive and unusual element the better. It would make the environment not just something scenic to traverse through hunting for xenos mobs (where topography pathing is probably the only thing you really think about) but a considered part of your activity on the planet both for utility and hazards.

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On the assumption that the bugs that you do shoot are supposed to drop a unique loot material required for the smooth running on the economy (organic materials or something) rather than have this be a thing you pick up directly from the corpse have a harvest step (special tool/implant, levels of tool for extra efficiency) that grants you bug bits like legs, torso, brain pan ect. that you can then turn in at a faction level deployable (a grinding station) set up in the civilised parts of the map for either the production material (randomisation a bit on how much you get for a haul) or UC (with the station owner then being able to collect the material that didn't get taken back out) the owners of the stations set payouts, taxes for use and can develop it for efficiency ect.
 
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David Ord

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Getha is a vital colony as it provides the Ceres Prison Faculty a steady supply of reginensis meat to keep the inmates well nourished. Looking forward to stepping foot on the colony and interacting with its inhabitants.