Alien Invasion All Upgrades

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Ahmend Studioz

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Aug 4, 2024, 9:34:28 PM8/4/24
to erdiginster
InAlien Invasion: RPG Idle Space, the key to success lies in upgrading your alien character. As you venture through the vast expanse of space, battling hordes of extra-terrestrial foes and collecting resources, your alien's strength and abilities must continually evolve.

To power up your alien in Alien Invasion, you'll need resources. These can be obtained by defeating enemies, completing missions, and opening loot crates. Plan your gameplay to prioritize resource-generating activities, ensuring a steady flow of credits, energy, and alien DNA.


Resource management is crucial. Prioritize upgrades that offer the most immediate benefits, such as leveling up skills or ascending your alien. Avoid wasting resources on minor improvements that won't significantly impact your gameplay.


Participate in in-game events and challenges for special rewards. These can include rare items, currencies, and upgrade materials. Keep an eye on event schedules and revolve your gameplay around them.


By following these efficient upgrade strategies and staying engaged with the game's evolving ecosystem, you'll pave the way for your alien's dominance in the cosmic battleground. Download here: Play Store.


I keep coming back to ArmA and the one thing that's always circled in my mind is the idea of a server event/mission where an alien force/monster begins assaulting key positions across the map (perhaps population centres) and the job of the players is to delay/halt the advance of the enemy before eventually killing them. You'd get to deploy FOBs and forces as you see fit, command your own units and work with others with a Commander role to co-ordinate things. Perhaps there's a capital city you must defend at all costs to prevent losing the round. As you progress, you gain 'prestige'(*) which is the currency you earn to spend on upgrades and unlocking new and powerful weapons and units. For the antagonists, the aliens could be the Tripods from War of the Worlds and the monster could be Cloverfield monster. The enemies would have a lot of 'hit points'. The Tripods obviously have the shield but unlike the 2005 film their shield weakens with each hit and the bigger the ordinance the more that shield decreases where they'll then march towards your 'HQ' and you have to stop them. The Cloverfield monster would have a hardened armoured skin or carapace which you have to chip away at with heavier firepower. Also in Cloverfield you had those arachnid-like parasites which are extremely fast and mobile so they could be a threat for the towns and cities. In amidst all this there'd be an element of having to save civilians and refugee caravans or something just to heighten the challenge and difficulty.


From an addon making perspective, the size of the Tripods can vary a little but they max out around 150ft so I'm hoping this is within the presumable poly-limit of ArmA? I suspect for Cloverfield monster being between 240ft-300ft this would be more of a challenge?


Just wanted to run the idea by you guys and see what you think. Personally I've always been really keen to see an Independence Day or Battle:LA type scenario so if there's an appetite for it then it would definitely be worth looking into (and for me to start learning how to use Blender and make addons for ArmA!)


*There was a good turn-based strategy game called People's General (yeah I'm old) and it had the UN (Basically NATO and Russia) vs China and I thought a clever money system was prestige. Because the more objectives you complete, the greater the recognition and the more money would be given to the military right? Which feels a bit more ground than earning money from captured towns or whatever.


Sounds like most what you've envisioned coudl be done to some extent at least. All kinds of creatures are quite difficult to add though, but not impossible.



Poly limits have nothing to do with the dimensions of an 3d model. you can have a simple 6 sided cube thats 1 meter tall or 100 meter tall and the polycount is the same.

That being said, Arma has limits on how big (dimension wise) objects work in the engine.


Destroids aren't THAT big so they don't have THAT big of a reactor to power everything. Pin-point barrier and ECA use power dedicated to powering weapons which have significantly more firepower than most VFs.


The Earth Unification Government and its newly-established Earth UN Forces believed that a future war with aliens would take the form of a classic "alien invasion" scenario. They were expecting the hypothetical future enemy to focus on penetrating Earth's orbital defenses in order to land ground forces on the planet's surface and seize territory. Earth's new space-based defenses were set up as static "space airbases" and guided missile destroyers intent on sinking enemy ships trying to land on the planet, while ground-based defense focused on regional defense forces and large seagoing mobile reaction forces that could redirect to respond to anywhere an invasion might land. The Destroids were developed for that ground-centric defense plan as a next-generation overtechnology-based replacement for main battle tanks.


But the Earth UN Government couldn't have been more wrong. The Zentradi had no interest in capturing and occupying territory or securing resources. Their one and only mission was "Destroy the enemy" and did so on a scale that meant planetary destruction could be done relatively casually. As land warfare weapons in a space war, the Destroids weren't exactly useful for much except as ad hoc air defense guns on the SDF-1 Macross.


After the war, the New UN Government and New UN Forces had a better idea of how space warfare actually worked, and with land warfare not really in the cards there wasn't any reason to keep developing Destroids. Most New UN Forces warships weren't big enough to support them and the same air defense role could be done much more effectively by a static beam CIWS or anti-aircraft missile system. Development of destroids basically stopped at that point because the concept itself was flawed. The only Destroids that we're shown after the First Space War are original models from the early 2000s either being used as-is or with marginal upgrades for niche roles. At the end of the day, they couldn't make them more viable... just slightly better in their already niche role.


In Macross II, the rollers were intended to make it easier for the Destroids to reposition on the outside of the Spacy's warships... but those ships are MUCH bigger than the ships the main Macross timeline has.


In Macross Frontier, they were intended mainly to stop the Cheyenne II from ripping up the pavement inside of the emigrant ships. That was their main functional advantage... not pissing off the road commission.


Not sure what that'd achieve, really... most of the Destroids in the original series already had a common/shared drivetrain (Series 04). The only real exceptions were the Spartan (a Series 07 design) and the Monster (a Series 00 design). The original Series 04 design, which became the Tomahawk, did have an ability to swap out certain weapons but it wasn't really that useful. The ability was seemingly abandoned after the MBR-04-Mk.IV's option to exchange the particle beam cannons for a pair of rotary cannons.


It's designed to help with piloting, and specifically piloting a Variable Fighter, by making the interface more intuitive... which is occasionally described as creating the feeling that the pilot is wearing the Variable Fighter itself.


Energy conversion armor was a concession made for Valkyries to keep their weight down, beefing up the strength of relatively thin armor plating instead of layering on thick slabs of composite armor. Destroids didn't need to fly, so they were able to keep costs down by using a much lower-output reactor that met the needs of the superconducting motors in the walking drivetrain and the few onboard beam weapons thanks to being able to achieve their defensive ability through making the armor itself thicker. This meant that a Destroid could be manufactured for as little as 1/20th what a Valkyrie cost in the First Space War.


A Destroid would need more, and vastly more powerful, reactors to incorporate energy conversion armor and pinpoint barrier systems. To the point that it wouldn't be a Destroid so much as a non-transformable, flightless Battroid... and at that point, why not just go the rest of the way to making a Valkyrie esp. since you'd already have two Valkyrie-grade reactors.

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