Tech Power Spikes - Farms and Thanatos

General discussion about NGames, Lords of Xulima, classic RPGs, gaming, etc.

Tech Power Spikes - Farms and Thanatos

Postby Flame13 » Mon Jan 01, 2018 9:57 pm

So, I recently bought the game, I absolutely love the concept and I think it will make a bloody brilliant game once it's done.

However, there is a lot of work to be done for sure but the two things I wanted to address here are the farm and the Thanatos. Both are massive tech power spikes.

Basically what I would suggest is to have a basic farm available from the start that gives less food and after the wood workshop research can be upgraded to a regular farm just like it currently is. This would basically improve the early game options and it will make the map rng less impactful as you can be more flexible with how you feed your colony.

The second suggestion would be to have well just more unit types in general but more specifically there has to be an early game AoE unit. Either after wood workshop or stone workshop a grenadier or molotov cocktail guy should become available as a weaker but cheaper alternative to the Thanatos. As right now its kind of impossible to win without AoE due to the sheer size of the zombie hordes, I can't imagine a playthrough without any Thanatos at all that actually wins. Shocking towers aren't really a great replacement, the energy cost is just way too high for it to be effective. Some cheap early game alternative could be great. Hell even a self destructive mine field could work that is just a single use single tile AoE for emergencies or choke points.
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