As many others have noticed, the cliffs look like walls rather than cliffs. (This is "messes with your brain" levels of bad, like a mild form of trying to play an RTS in an M. C. Escher drawing.) When terrain discontinuities and cliffs are present in the same place, the terrain discontinuities should either coincide with the cliff or terminate at the cliff, or at least be offset (fake height difference introduced) when cutting across the cliff boundary. (When there are no terrain discontinuities at a cliff boundary, some sort of lighting difference could help sell the "cliff illusion effect", but that's very minor compared to the terrain issue.)
Also, a feature idea: The biggest biters should be able to damage cliffs like they're heavy-duty walls. (See the game "Castle Story". I see grimdanfango has also suggested
that the biggest biters could climb the cliffs - that's nice, but doesn't open the floodgates for the other biters and spitters.)
aklesey1 wrote:I think we really need flying enemies that can fly over water and through walls
See: Will o' the wisps mod
ske wrote:When creatures start crawling out of the sea, the cost of defense goes up proportional with the area instead of the square root of it. This would be quite the game-changer.
See: the Armageddon mod
(They tunnel through the ground rather than swim through water, but either way - they come up inside your perimeter, so it's the same impact on defenses vs area.)
ske wrote:The creatures coming seaways could be very weak and very rare.
I'm afraid Biterzilla has 200000 health, does area damage, and one-shots turrets. (At least he doesn't start showing up until evolution gets to a certain point - like 0.9 or something.)
amijlee wrote:So when you blow up a cliff does it make a new cliff? Or does the explosion magically match the z-levels?
They're not really cliffs - they're walls that try to give the illusion of being cliffs, so blowing them up is just like blowing up walls... and blowing up the "cliff illusion". That said, they could still probably do the "make a new cliff" thing by just shifting the wall+illusion, but maybe it would cause problems when you start pushing cliffs together in weird ways. (hitzu makes a good case
for moveable cliffs vs just blowing them up.)
factory33 wrote:A planet with a really dusty, cloudy atmosphere so solar panels would be (almost) useless
See: Mo Weather mod
(It's clouds and rain rather than dust, but has the desired impact on solar panels, and the lighting and sound effects that come with the mod add to the atmosphere of the game.)
loneredwolf wrote:A feature I would love to see is 'badlands' or mountainous terrain which cannot be traversed by the player, but the bugs can easily cross.
Or can be traversed by the player, but only on foot (or maybe via spidertron) - no cars, tanks or trains. And very few and small buildable spots, so not much potential for placing any defenses that can actually hold. (Games are most interesting when they make the player deal in shades of grey instead of absolutes. E.g. you want the player to see some buildable spot and wonder whether or not they could squeeze in enough defenses to hold that pass. When the answer is always 'yes' or always 'no' that's boring. It's much more interesting when it's 'maybe'.)