You can use the harvester as a player. 1. The commander must have it stopped. 2. Walk under it and a staircase should appear. 3. Walk up the flight of stairs until you're inside. 4. Walk up more stairs to the top. 5. Look for the entrance into the harvesters cockpit. Within those 5 steps you can enter the harvester. Another thing, when mining look down until you see blue glowing veins, that's what you are actually mining, not the crystals.
@@valakivalaki5798 it's kinda relaxing, to be honest. Plus, if your base gets attacked, there's... 4, maybe 6, can't recall at the moment, turrets on the bloody thing, so you're spewing fire from it - early units can't really get too close. ;) Plus, you get appreciated, because everybody knows you're keeping the economy going much better than the AI could. But yeah, it's mostly just relaxing. You still get to see the pretty tracers, just from further away. ; )
@@zyncwargaming179 thanks I thought about trying that game because the concept sounded cool but yeah I realised that I wouldn't want to be in a logistics team
Your initial “Good” footage should be used to pitch the game, the night time tracer fire and bugs creeping over the brow of dunes is luscious. You clearly have a good eye!
Bro, this! That footage almost got me to buy the game until I watched the rest of the video. Looks like it could be a good successor to games like Natural Selection and Battleswarm. Sadly Natural Selection 2 decided to cater to an audience that literally does not exist, and Battleswarm was overwhelmed by all the F2P games that came out back then. Hopefully Silica will succeed where those two failed.
I feel like the map spawn issues will mostly be fixed by having space separation based on the team. Aliens should start in a rocky/cliff area systematically and not open space so that they can’t get rushed or sniped as much. While humans should always be in a flat land far from rocky formation.
The dev needs to look at Executive Assault. The human buildings should all be linked together with tunnels (letting all buildings be on the same Z height), so the base is a big sprawling mass. Would fix the 'can't build here' issue. Or have a better red/green grid to highlight build areas. Additionally, the harvester is just abysmal. It's clearly inspired by dune. So take more from dune. Have a drone or something that uses the landing pad to actually deliver the resources. Can make these balloons or something that are slow and drift, but won't have pathing issues. [Would also make them vulnerable to ranged aliens and force you to defend logistic paths and prevent Buggy Rushes]
Procgen tunneling definitely seems like a good solution. Procedural geometric height maps for the bases to adjust to terrain could be a thing as well -- I can't remember which game used it, but it basically made it where no matter how the terrain was structured, it would add a dynamically generating Z-plinth to the structure.
This is a very good review, kinda surprised you have so little subs cause this video has great quality. In regards to Silica, the game looks pretty fun and like a very solid foundation for a solo dev game. The problems you've stated seem to be pretty common complaints so hopefully the dev is paying good attention and listening well to feedback. Hopefully the game does well enough that he can expand his team and push updates out faster.
Thank you for the support, i appreciate it! This is actually my second channel, dedicated to other games im passionate about. I create content for Star Citizen too, @dtoxtv
Looks really incredibly tempting. I wish the game the best with polishing, adding stuff and support. Now with similar release of Starship Troopers Extermination, this should be a great year :) Good review, thanks!
If you found this video useful, please considering liking and subscribing for future high quality RTS/FPS/Team based gaming content! I'm gettin' close to that sweet 1000 and you could be part of that. Thank you!
I got it too and played some games and absoloutly fall in love with that potential and setting of that Game! Sure it has still a way to go to be quite nicer but its still amazing to play with friends. Just an nice outcoming game! The Devs need our support. Great Video with good productive critics to make the game even better. Thanks Dtox *love*
The structure placement thing could be fixed, perhaps by auto flattening the area around the spot you want to place in. Also I want all vehicles to have seats, so that other player's can catch rides to places.
Haven't watched the video yet but you can actually climb on top of slower vehicles like tanks and move with them, and you can get into the back of the humvee type vehicles and stay in there even at high speeds unless you jump over a dune or sth
As someone who loved C&C Renegade and Nuclear Dawn, but never could get in Natural Selection, I honestly hope they let you play Human Vs Human or release a 2nd human faction. I love how this game is looking, It’s just I can already see myself stuck server hopping around because everyone wants to play humans.
From what I have seen Human vs Human is already possible, and there are 2 human factions: Sol and Centauri. Though to be fair they are too similar at the moment, hope they distinguish both from each other more in the future.
It seems to me that this game had a great chance of fulfilling the concept that failed several times, the player commander in multiplayer. When the commander gives orders in the RTS, and other players follow orders in an action shooter. And given that it is empty and it is not difficult to create a map, it is not resource-intensive, it was possible to make something like an MMO, similar to PlanetSide 2.
Yep, no doubt. It's kind of cool thinking how air units could completely shift the balance once they enter the fray. That's also something you just don't get to experience in a game like Battlefield or even Planetside, since air units are always in existence in those games (there's never a buildup to aircraft; they're accessible from the get-go). In this game, a match would start slow with the Humans being incredibly limited when it comes to maneuverability/verticality, but by mid/late-game air units would arrive and start to shift the balance, allowing them to go anywhere on the map with ease. The (ground) troop transports should also be really interesting, since right now it takes AI infantry AAAAAGGGESSS just to cross the map.
@@Chubzdoomer battlezone two has something like this with flying APCs and bombers. long range artillery that fire almost straight up and arc the shots would also work.
you can expand at the start maps have bunkers that the humans can enter and capture that you can build around and for the crabs you can take command as there shrimp to help get recourses
having played a bit today, a couple things came to mind: 1) having the ability to select your spawn point, so if your commander makes a forward operating base or nest you can pick where to spawn in 2) the Human faction needs access to a way to get across the map faster without waiting on the quads to be built. Something akin to the Mongoose or razorback from halo-an unarmored vehicle that they are exposed while on but still gets them somewhere faster-would be ideal for this 3) I feel like a tunnel network for the bugs would be really handy, kinda like Starcraft's nydus networks? the moving speed of most bugs is decent enough to get them mobile but walking all the way across the map is a slog 4) An APC for both sides would be great. An armored box to carry troops for the humans and then some kind of big bug that carries smaller bugs inside or on top of itself for the aliens all in all, all these things kinda relate to the same thing: player mobility. the vast maps are fantastic, but other games with large scale like Battlefield or Planetside 2 compensate the large size with ways to facilitate transportation. I think this game needs similar things, to keep the action flowing and so the gameplay loop isn't so... "fight for 30 seconds, die, spend 5 minutes walking, repeat" BUT once it has that....we are looking at the foundations of something really special
Yup! Troop transports are already in game, just not implemented in strategy mode with loading functionality. It looks like we might get dropships too, which would be so fuckin' cool from the FPS side! Humans have teleport, but only FPS players can use it. Does help a lot. Otherwise yes, good points all round.
@@MoreDTOXOh sick! well I can't wait for both of those! I also heard a neat idea from another player I am totally down for, that being expanding on artillery. I know there's a missile launcher truck already, but having the commander be able to use artillery to get more directly involved with combat would be a lot of fun. Both more arty units, and maybe even a C&C style super weapon like the GDI Ion cannon?
@@MoreDTOXI want to mention the rear door of the heavy quad can be vaulted onto by infantry players, it provides invulnerability to them from AI fire until the heavy quad is destroyed, and they can shoot off the back until then as well. A commander or driver can use that to ferry groups of players to the front to get an assault or scout team set up faster
From the alien side of things. The goliath mobility, cost and effectiveness don't seem to weigh each other out. I would also like to see some small changes to the alien units that can burrow as of right now there is no way for the alien commander to make use of those burrowing units via the UI. The RTS UI could use a hotkey or the ability to bind the buildings to a control group to be able to build units quickly while not visibly in the area. Thanks for the content.
I hope it's coming. There is also no way on the human commander side to order tanks to deploy or undeploy. If you deploy a tank and switch to commander it will just sit there as turret no matter what you do.
How do you feel about giving the Goliath invulnerability and a LONGER roll but with a longer cooldown? Allowing it to close the gap easier and break tank lines. For burrowing, what if the Aliens could burrow then re-appear X distance away elsewhere on the map? Would be a similar teleport ability as the Humans. Maybe only certain bugs to keep it fair.
@@chronaiiThere is a teleportation device in the headquarters building. If ypu want to use it, just stand in the middle of the device and the map will pop up. You can only teleport to friendly units (can't go to the area that has no friendly unit.) Sorry for bad eng tho, English is not my first language.
They really seem to be only useful as part of the game finishing base attack. You put a few of them with a lot of other units and pray some survive long enough to reach the buildings. Once they do, they will more likely than not rip them apart. But before that? They are slow and will just get sniped by rail tanks from a distance. Only useful in some rare instances where you ambush humans.
Great video, you should have more subs. Hoping the performance issues in this game are resolved because right now it's tearing any would-be player base apart.
Thanks Rames. This is my new/second channel! So i appreciate the support. Performance is top priority according to martin, already dropped a new patch couple days ago that helped a lot.
Maps are controversial, but I would hate having random maps be replaced by symmetrical, predone ones, yes, hate. Thing is, that maps make it way more "organic" to play, and random hills, just makes this 'cinematic' feel to it. It doesn't have to be fair all the time, terrain should remain a big thing. However, something HAS to be done about building, yes. Making the area simply flatter would only sadden the early game to the same habits (Place this here, then that, done, now we can play...). It would not entirely resolve the issue, but at least decent building placement would do. I've had Harvesters get stuck because my refinery was built on sand dunes that poked through it, making the harvester completely stuck. Why not just remove the sand in this case ?? Same when sometimes you can't even build somewhere even though it is completely flat, like "whyyyy do you not want me to place this here?!?" For your needing of 'fairness', do note that air units are planned to arrive, so cliffs will have something to counter them, even though I've never had a problem as big as, Oh they're on the cliff, the game is lost- Because in this case, just intercept them before the cliff, or nuke the heck out of it with rocket launchers. Really, I've not seen either faction just completely destroy another one if the Commander is at least useful, fairness is quite well handled in my opinion. But again, terrain should remain a big part of this. This game is indeed a diamond in the rough, only the future will tell what awaits
Thanks for the response Kagami. With regards to symmetrical maps, they don't necessarily have to be symmetrical, they just have to be fair for all factions, including starting positions and starting opportunity. It is *not* fun for anyone to lose a game by default based on their starting position, the surrounding environment, and/or resources available. That's RTS 101. So I'm not saying the maps need to be symmetrical, that is just the best and easiest ways to balance them for overall enjoyment for everyone involved. They could always create 'fair' maps for 'ranked' / matchmaking play in the future, but keep the asymmetrical/'unfair' maps for those who aren't bothered. Dedicated servers and/or matchmaking should be coming within the next couple of months, i hope, so maybe we'll see some changes to available maps with it. For the Cliffs, good examples are on maps like Rift Basin, where the Humans spawn can be surrounded by cliffs to the rear on all sides. So the Aliens can move through the cliffs with a scorp for example, and stay up there indefinitely, attacking harvesters/structures. The only way to deal with them currently is to use something like co-ordinated teleports with multiple players. Air units will indeed help balance this problem out as for now, its tough for Humans to deal with alien players using cliffs.
@@MoreDTOX In dune 2 you sometimes start with a base building vehicle. . and you can make them later on too. . So that means the whole map needs to have balanced locations for bases. But i don't know how unbalanced Silica is so I'm not discarding your points yet. :D
I just asked on their steam forum two questions, and someone replied saying the game is NOT single player so I guess I'll pass on this game. No solo play then no point in paying out a ton of money. Thanks for the video. Liked, and shared.
I really hope they nail this. It looks like an awesome idea and while it certainly lacks polish and quality of life improvements the basic gameplay loop looks solid. Sure early game feels slow and might need to be sped up a bit and especially at night there needs to be something to help recognize smaller units when you are controlling something bigger. Maybe a red and green outline. Might be slightly immersion breaking but for humans it could be explained as a holographic helmet interface and for the bugs as some thermal or pheromone detection or similar. And yes basic rts features like double click etc need to be fleshed out and path finding and maps need improvement. It may be a mistake to allow the bugs to climb almost all terain as that is a huge advantage that humans don't have and is really hard to balance. Maybe give them an advantage the bugs don't have. Maybe make their sight shorter or when flying units come give only basic ones to the bugs and let humans have an edge in the air while the bugs are more versatile on the ground. Or add water and make human vehicles amphibious while the bugs don't like water for example. That would give both sides ways to cross the map that the others lack.
This is a genre that I hope gets more attention in the future. There is a ton of potential here and the fact that it's gone this long relatively untapped is crazy.
Some good suggestions there, i do agree that Humans should 'dominate' the air more. We are also seeing Humans with BOTH human faction units tied into one at the moment, so balance on the ground will change quite a bit once both factions are more fleshed out. But yes, huge potential and a solid start for Silica so far!
I read that the balance in combat is really off right now, refineries are death for humans too. I really hope they make cool fob type mechanics for it too.
You know, the Homeworld series would be bloody fun withe a cross rts / fps. See the massive fleet battles in first person and fly a fighter to battleship. Play the rest like the glorius RTS it is.
@@medpoly558 what Silica is a sci-fi FPS with RTS elements Planetside was an MMO FPS Silica has the potential to match the same scale in terms of how it works on a battlefield.
- Who are your foster parents? - Harvester drivers. - [calling the parents] Hi, how did your day go? - Oh! It was great. We quickly collected full stack of ore and delivered it to the refinery by shortest route. [ending call] - Your foster parents are dead.
Another thing to note, I feel like the Aliens are a bit under powered in the late game. Once the human players gets high tech units it becomes a roll over, even if the aliens have terrain on their side it's not perfect. Example being scorpions and other units getting stuck on cliffs and what not, The bugs either needs more powerful ranged units or buffs/fixes to their current ones, maybe via genetic modification or something as they "adapt" to their enemy as the match progresses to the later segments so they aren't just left in the dust by OP rail gun tank convoys or getting blown up from across the map by missile trucks.
Yes it can feel like that. I think one of the big issues is lack of mobility for the aliens. Yes they can use cliffs and cross terrain, but if they can't actually take on the Human's 'deathball', its useless. They need speed so they can successfully flank without losing everything to the Human tank line before it gets close. Air units might help this, but i agree, some sort of unit upgrades is a must further down the line for both factions, to spice up the game and give you alternative strategies, making other units more viable late game.
The biggest takeaway for this game is how to try and balance a gun in the hands of a commander Something pretty hard to balance but considered very wanted by games such as carrier command 2
Really really loving playing this with everyone, however the AI has a long way to go. I was looking forward to some solo games verses AI too but they really are weak. Time will tell though I suppose. Thanks again for the great content, really good video as always!
Thank you buddy, it's been great fun playing with you all! I don't think the AI is beyond saving, it will likely improve over the coming months to a point, but humans in RTS games will always provide a more fun experience/challenge IMO. I can imagine Martin will implement a 'horde' like AI though, where you have to deal with overpowered waves of bugs and such which could be fun!
My first first-person playthrough had me wondering what to do and where to go. Switched to commander and played like that for the rest of my time because first-person was such a chore of navigating and fighting
My main gripes so far are that the second human faction is a blatant 1:1 copy of the first one and, as you said, the travel times. Because even if yoh have a vehicle, anything but the buggy moves so slowly and if still takes ages for you to go anywhere, especially with vehicles like the rocket launcher truck or the hover tank. I guess one solution to human players being out of things to do would be to give us the ability to call in vehicles ourselves without the Commander building them, like Executive Assault 2 does. Because even if it's just a basic buggy we would call in, it would still offer players more mobility than using the teleport and hoping thag there is a vehicle at your destination. And for the Aliens, you could give players the ability to take control of Shrimps to gather reasources.
I truely enjoy trolling the humans as a crab saboteur. Riding their harvesters, picking off lone infantry, burrowing down next to their barracks.. And then watch as they go into a rage induced flamewar and start teamkilling each other xD
@@MoreDTOX If he likes my reel yes, I'm currently waiting on my rig to return from the shop after National grid fried everything and agreed to replace it all, I will be putting it together this week and sending it off to the man with the plan, I figured it might be nice to ask you and your community for some thoughts on what phrases and voices might best represent the game, that way I can provide characters we can all get behind.
@@TheSilentStar Awesome! I would say look into the lore a little and angle some of your voice lines from a SOL / CENTAURI perspective for the Humans! That would be cool to build on the lore/immersion and provide a good starting point! Additionally, any Blizzard RTS, particularly Starcraft, would provide some great inspiration! Otherwise, specifically, nothing off the top of my head. Also look into Emperor Battle for Dune, that game has some amazing unit lines too and also fitting to Silica's theme.
The developer of this game should try Renegade X. It is an FPS/RTS from the Command & Conquer Tiberum Dawn era. If he could bring some of the mechanics to this game, it would definitely improve the gameplay.
Something i havent really understood yet is if this game works like: Theres an RTS player that acts as a "commander" for each faction and the units are actual players or if its all AI, and if its both how much of it can be changed to fit the real player count vs the AI count. Like, could i play this with a large group of people where one or more people who are good at RTS play as the RTS and ones who are better at FPS play as FPS?
That's basically how it works, yep. One player for each team is the 'Commander', like in your typical RTS. They build structures, the units, the research and control potentially hundreds of AI units. The players can play as any of the classes in your army, and/or take control of the vehicles, harvester, go inside your structures etc, and fight the enemy. They can receive orders from you but have full autonomy.
Tested it for 10 hours straight and I must say I had a good blast with it. Issues in 1st Person: 9-25 fps with 4070TI and Ryzen 9 3900X, 40 GB Ram, Ram is always capped? But playing in commander I get around 120 fps, so this definitely needs some work.. Issues late game balance: currently aliens have no chance to beat the human late game, tanks and rockets will blow them away before they can think about getting close.
Its tough for Aliens late game, i think they need to be hyper aggressive to slow Humans down and prevent the Protoss like 'death ball' for now. New Alien units incoming though, might change things up.
@@MoreDTOX I played now "a few" more hours as alien. I agree aliens have to be a lot more agressive and expand realy quickly in tech and nodes towards resources. Scorpions and Behemoths can totaly win the mid Game if you use ur surroundings. Crabs can make human commanders quite furious when they sit on harvesters or inside facilities.
Silica will have to be extremely careful with those crawling armored-tank bugs (I assume they're called Goliaths) as they look extremely close to Hellbugs from a different intellectual property, and NBC/Universal (after all, they own the property in question) are notorious for lashing out at people they think infringe on their IPs.
I can honestly see this game being quite good for both casual AND competitive play once it's been ironed out. I can genuinely see it being put on a large stage too. The only problem is funding for those events but I don't think that'd be hard to get from sponsors especially seeing as this is a game that's not human on human violence.
Thank you i appreciate that! This is a new channel dedicated to other games im passionate about, i do have another channel called @dtoxtv dedicated to Star Citizen content.
As someone who is a fan of both first person shooters and RTS styled games, Silica looked really promising. Can't wait to see how it turns out in a couple of years when it's more polished and also thanks for the detailed review! Out of curiosity, what's the name of the first soundtrack in the video? The first part of it is just stuck in my head
the genera who never really got a real look at and very few wanted anything to do with it its still one of my favorite concepts as a lover of RTS games but most of my friends prefere more fps or action like gameplay as its a lot less complicated most of the time i really do hope this game turns out great tho not much of a PVP player but hear its PVE aswell for those who wish it.
honestly the problems it has are quite simple and easy to fix, i was expecting foundational problems that would cripple development but nope, it seems its foundations are quite solid. and thats good for the games future development and expansion.
Can you change between infantry and commander in game? If no, then I wish there will be a feature where you can seamlessly switch between commander and infantry.
The harvester, No base near cliff and the engineer idea are great. Not a fan at all of that "Soldier Visual" idea though, I like how realistic it looks by adding a giant healthbar you make it look cheap. If you were going to do that add a visual degradation system as damage is taken more cracks are formed and when building finally dies give big explosion that kills humanoids in a certain range and small aliens.
This game runs pretty well on relatively older hardware. Hosting and playing on a 6700k/16GB/1080Ti is very playable until you get an absurd number of bugs in game.
The biggest problem at the moment, and one you didn't mention is trolling. Right now, there is no way to kick a player from the game, and no option to turn off friendly fire. That's obviously a recipe for disaster and I've had several matches ruined by TKers. The worst part is that there's no name tags so you can't even tell who the TKer is until they start shooting you
I hope they add air vehicles, with how bugs can just walk to the other sides of buikdings and deatroy them you need air vehicles to effectively fight them.
As long as the harvesters stuck, this game doesn't worth to play as a fair Strategy game. Yet it's concept is great and it is still Beta, let's just be patient. I know this game needs to issue tons of problems and features that should be added, yet this game has great potential on future updates.
They actually patched that last night! The partial fix for now basically teleports the harvester into the bay if it gets trapped for a set amount of time
@@MoreDTOX I know it can work, but looking at extreme symmetry like Supreme Commander and Ashes of the Singularity, I usually end up hating the maps. Give me some Dune 2000 level design any day.
The global teleportation for humans really needs to be nerfed, or be behind a paywall tech upgrade. All it takes is to have some player get into a cheeky cliff top right next to an alien hive, and you got your self a instant backdoor spawn for humans to spawn as special op units to whittle down alien eco, pick off units 1 at a time, and whittle down hive buildings. So many games as alien commander has happened to me where I cant possibly do anything about it when it occurs early game without greater tier aliens.
The game defines is clunky now but it’s still enjoyable, I can’t wait until the issues are sorted out and it has that beautiful RTS/FPS gameplay we all want
It looks cool, but something isn't quite right. I can't place my finger on it though. Rts games generally are pretty slow paced initially, with a dramatic climax. That's not great for fps. So there's some interesting things to consider. The bugs (creeps) give some patrol objectives to pass the time while building up, but it's still strange to command people in fps games. One thing that excites me is the idea of immersive vehicles. Piloting a vehicle in first person makes a lot more sense than switching to third person. It makes the vehicles seem more engaging and balanced better to play with/against. Otherwise, the godlike situational awareness makes it overpowered. Respawn tickets like Battlefield are an objective of their own, and reward smart tactics and strategic play. The resource system actually would have a purpose other than simply building the base/army. It also is the supply/soldier count. I feel like in the early game, the commander is focusing on base building, and the other players are basically scouting/revealing terrain and potentially looting or acquiring abandoned tech/structures. I also think it would be fun to have outposts that are already built, that can basically be defended, and are run by ai commanders, if that makes sense. Basically, the constant winning and losing keeps things interesting, and you could have varying levels of scale to the conflicts. From large tank conflicts to small infantry based ones. Rts usually have multiple stages to the tech tree availability, and it would be interesting to see that in action as well. I always felt like low tech stages were underwhelming, but they wouldn't be in fps. It would be interesting if the attackers had an advantage, and basically started the game before the defenders. So the defenders start the game while under attack, but by attackers with a less developed base. You could even give the attackers have better forces initially, but no base yet, so they have to leverage their superior firepower in order to develop their base, while the defenders have to manage their defenses as long as possible for reinforcements or further base building. I also like the idea of the vehicles being the same for both sides, because it makes the balance simpler, but I also think a well balanced asymmetrical design is more interesting. I'm thinking missile trucks with 2-4 large missiles, vs Salvo missile tanks, with like 20 smaller missiles. It's a little bit too USA vs Russia, but it's not a bad idea to have differentiation, and honestly what other things could you even do? I'm pretty excited about the possibilities of this genre.
What surprises me is that a bunch of guys through the concept of an incubator for small indie developers is managing to outdone what most of the AAA studios have done for the last 5-7 years with a budget that more likely didn't reach even 1% of what said studios waste in the crap they have been delivering for years.
I guess it depends who you play with. I play with my friends/community, so we work as a team. Comms, pinging, voice commands are all in the works, but players will be incentivized to follow commander orders soon as well, by getting rewarded with a player resource so they can purchase loadouts/equipments.
I would also like to see that FPS player can request airstrike that will automatically fly " once the RTS playet approved it " Then you will just here these lines. " Reenforcement has arrvied " Planes just swoop then keboooom boooom booom.
You can use the harvester as a player.
1. The commander must have it stopped.
2. Walk under it and a staircase should appear.
3. Walk up the flight of stairs until you're inside.
4. Walk up more stairs to the top.
5. Look for the entrance into the harvesters cockpit.
Within those 5 steps you can enter the harvester.
Another thing, when mining look down until you see blue glowing veins, that's what you are actually mining, not the crystals.
yep - and if you want to give your team a chance, you really want the harvesters player controlled
@@tomaszwota1465 i haven't played the game but someone having to drive a big ass truck all match doesn't sound very fun
@@valakivalaki5798 it's kinda relaxing, to be honest. Plus, if your base gets attacked, there's... 4, maybe 6, can't recall at the moment, turrets on the bloody thing, so you're spewing fire from it - early units can't really get too close. ;)
Plus, you get appreciated, because everybody knows you're keeping the economy going much better than the AI could.
But yeah, it's mostly just relaxing. You still get to see the pretty tracers, just from further away. ; )
@@zyncwargaming179 thanks I thought about trying that game because the concept sounded cool but yeah I realised that I wouldn't want to be in a logistics team
Your initial “Good” footage should be used to pitch the game, the night time tracer fire and bugs creeping over the brow of dunes is luscious. You clearly have a good eye!
Bro, this! That footage almost got me to buy the game until I watched the rest of the video. Looks like it could be a good successor to games like Natural Selection and Battleswarm. Sadly Natural Selection 2 decided to cater to an audience that literally does not exist, and Battleswarm was overwhelmed by all the F2P games that came out back then. Hopefully Silica will succeed where those two failed.
Meh
@@ixinorsorry, I’m a month late to respond to this. How can I help you?
I feel like the map spawn issues will mostly be fixed by having space separation based on the team. Aliens should start in a rocky/cliff area systematically and not open space so that they can’t get rushed or sniped as much. While humans should always be in a flat land far from rocky formation.
The dev needs to look at Executive Assault. The human buildings should all be linked together with tunnels (letting all buildings be on the same Z height), so the base is a big sprawling mass. Would fix the 'can't build here' issue. Or have a better red/green grid to highlight build areas. Additionally, the harvester is just abysmal. It's clearly inspired by dune. So take more from dune. Have a drone or something that uses the landing pad to actually deliver the resources. Can make these balloons or something that are slow and drift, but won't have pathing issues. [Would also make them vulnerable to ranged aliens and force you to defend logistic paths and prevent Buggy Rushes]
It should look at the game beyond all reason for map inspiration in my opinion that game manages terrain very well
@@TheWorldWarrior Never heard of it, but I will definitely check it out.
Procgen tunneling definitely seems like a good solution. Procedural geometric height maps for the bases to adjust to terrain could be a thing as well -- I can't remember which game used it, but it basically made it where no matter how the terrain was structured, it would add a dynamically generating Z-plinth to the structure.
And vulnerable to (planned) air units
This is a very good review, kinda surprised you have so little subs cause this video has great quality. In regards to Silica, the game looks pretty fun and like a very solid foundation for a solo dev game. The problems you've stated seem to be pretty common complaints so hopefully the dev is paying good attention and listening well to feedback. Hopefully the game does well enough that he can expand his team and push updates out faster.
Thank you for the support, i appreciate it! This is actually my second channel, dedicated to other games im passionate about. I create content for Star Citizen too, @dtoxtv
Looks really incredibly tempting. I wish the game the best with polishing, adding stuff and support. Now with similar release of Starship Troopers Extermination, this should be a great year :) Good review, thanks!
If you found this video useful, please considering liking and subscribing for future high quality RTS/FPS/Team based gaming content! I'm gettin' close to that sweet 1000 and you could be part of that. Thank you!
50k views and not one comment below yours or at least 2000 new subs ?
Don't understand that
@@timohess3909 New TH-cam channel! I made this video at about 75 subs.
That's the main problem with this game......."running too long". Takes ages to actually engage other players.
6:00 Just need a human unit with a bazooka.
It feels like the DRG fans are gonna like this one. Can't wait to see my fellow dwarves on the field. Rock and Stone!
I hope the early access helps improve and speed up development. I’m really interested to see this game go further.
I love how you touched on music. Sound design in video games is so under appreciated.
Scott Buckley is pretty high tier composer!
I got it too and played some games and absoloutly fall in love with that potential and setting of that Game! Sure it has still a way to go to be quite nicer but its still amazing to play with friends. Just an nice outcoming game! The Devs need our support. Great Video with good productive critics to make the game even better. Thanks Dtox *love*
Awesome! Cheers Xeus!
The structure placement thing could be fixed, perhaps by auto flattening the area around the spot you want to place in. Also I want all vehicles to have seats, so that other player's can catch rides to places.
Haven't watched the video yet but you can actually climb on top of slower vehicles like tanks and move with them, and you can get into the back of the humvee type vehicles and stay in there even at high speeds unless you jump over a dune or sth
As someone who loved C&C Renegade and Nuclear Dawn, but never could get in Natural Selection, I honestly hope they let you play Human Vs Human or release a 2nd human faction.
I love how this game is looking, It’s just I can already see myself stuck server hopping around because everyone wants to play humans.
From what I have seen Human vs Human is already possible, and there are 2 human factions: Sol and Centauri. Though to be fair they are too similar at the moment, hope they distinguish both from each other more in the future.
It seems to me that this game had a great chance of fulfilling the concept that failed several times, the player commander in multiplayer.
When the commander gives orders in the RTS, and other players follow orders in an action shooter. And given that it is empty and it is not difficult to create a map, it is not resource-intensive, it was possible to make something like an MMO, similar to PlanetSide 2.
On the cliff problem. . I think air units might take care of that before remaking the maps. . They are already in the game.
Yep, no doubt. It's kind of cool thinking how air units could completely shift the balance once they enter the fray. That's also something you just don't get to experience in a game like Battlefield or even Planetside, since air units are always in existence in those games (there's never a buildup to aircraft; they're accessible from the get-go). In this game, a match would start slow with the Humans being incredibly limited when it comes to maneuverability/verticality, but by mid/late-game air units would arrive and start to shift the balance, allowing them to go anywhere on the map with ease. The (ground) troop transports should also be really interesting, since right now it takes AI infantry AAAAAGGGESSS just to cross the map.
@@Chubzdoomer battlezone two has something like this with flying APCs and bombers. long range artillery that fire almost straight up and arc the shots would also work.
Awesome background music choice. Thank you
you can expand at the start maps have bunkers that the humans can enter and capture that you can build around and for the crabs you can take command as there shrimp to help get recourses
having played a bit today, a couple things came to mind:
1) having the ability to select your spawn point, so if your commander makes a forward operating base or nest you can pick where to spawn in
2) the Human faction needs access to a way to get across the map faster without waiting on the quads to be built. Something akin to the Mongoose or razorback from halo-an unarmored vehicle that they are exposed while on but still gets them somewhere faster-would be ideal for this
3) I feel like a tunnel network for the bugs would be really handy, kinda like Starcraft's nydus networks? the moving speed of most bugs is decent enough to get them mobile but walking all the way across the map is a slog
4) An APC for both sides would be great. An armored box to carry troops for the humans and then some kind of big bug that carries smaller bugs inside or on top of itself for the aliens
all in all, all these things kinda relate to the same thing: player mobility. the vast maps are fantastic, but other games with large scale like Battlefield or Planetside 2 compensate the large size with ways to facilitate transportation. I think this game needs similar things, to keep the action flowing and so the gameplay loop isn't so... "fight for 30 seconds, die, spend 5 minutes walking, repeat"
BUT
once it has that....we are looking at the foundations of something really special
Yup! Troop transports are already in game, just not implemented in strategy mode with loading functionality. It looks like we might get dropships too, which would be so fuckin' cool from the FPS side! Humans have teleport, but only FPS players can use it. Does help a lot. Otherwise yes, good points all round.
@@MoreDTOXOh sick! well I can't wait for both of those!
I also heard a neat idea from another player I am totally down for, that being expanding on artillery. I know there's a missile launcher truck already, but having the commander be able to use artillery to get more directly involved with combat would be a lot of fun. Both more arty units, and maybe even a C&C style super weapon like the GDI Ion cannon?
@@MoreDTOXI want to mention the rear door of the heavy quad can be vaulted onto by infantry players, it provides invulnerability to them from AI fire until the heavy quad is destroyed, and they can shoot off the back until then as well. A commander or driver can use that to ferry groups of players to the front to get an assault or scout team set up faster
From the alien side of things. The goliath mobility, cost and effectiveness don't seem to weigh each other out. I would also like to see some small changes to the alien units that can burrow as of right now there is no way for the alien commander to make use of those burrowing units via the UI. The RTS UI could use a hotkey or the ability to bind the buildings to a control group to be able to build units quickly while not visibly in the area. Thanks for the content.
I hope it's coming. There is also no way on the human commander side to order tanks to deploy or undeploy. If you deploy a tank and switch to commander it will just sit there as turret no matter what you do.
How do you feel about giving the Goliath invulnerability and a LONGER roll but with a longer cooldown? Allowing it to close the gap easier and break tank lines. For burrowing, what if the Aliens could burrow then re-appear X distance away elsewhere on the map? Would be a similar teleport ability as the Humans. Maybe only certain bugs to keep it fair.
@@MoreDTOX Speaking off teleporting, i haven't been able to figure out how to use the teleport as an infrantry unit, could you tell me how?
@@chronaiiThere is a teleportation device in the headquarters building. If ypu want to use it, just stand in the middle of the device and the map will pop up. You can only teleport to friendly units (can't go to the area that has no friendly unit.)
Sorry for bad eng tho, English is not my first language.
They really seem to be only useful as part of the game finishing base attack. You put a few of them with a lot of other units and pray some survive long enough to reach the buildings. Once they do, they will more likely than not rip them apart.
But before that? They are slow and will just get sniped by rail tanks from a distance. Only useful in some rare instances where you ambush humans.
Great video, you should have more subs. Hoping the performance issues in this game are resolved because right now it's tearing any would-be player base apart.
Thanks Rames. This is my new/second channel! So i appreciate the support. Performance is top priority according to martin, already dropped a new patch couple days ago that helped a lot.
Solid review, hope they make some of those changes. o7
I watched your live stream on this. Came away very impressed.
Appreciate it Jag.
I'd like to see this done with the Halo genre and assets within halo!
🫡
Maps are controversial, but I would hate having random maps be replaced by symmetrical, predone ones, yes, hate. Thing is, that maps make it way more "organic" to play, and random hills, just makes this 'cinematic' feel to it. It doesn't have to be fair all the time, terrain should remain a big thing.
However, something HAS to be done about building, yes. Making the area simply flatter would only sadden the early game to the same habits (Place this here, then that, done, now we can play...).
It would not entirely resolve the issue, but at least decent building placement would do. I've had Harvesters get stuck because my refinery was built on sand dunes that poked through it, making the harvester completely stuck. Why not just remove the sand in this case ?? Same when sometimes you can't even build somewhere even though it is completely flat, like "whyyyy do you not want me to place this here?!?"
For your needing of 'fairness', do note that air units are planned to arrive, so cliffs will have something to counter them, even though I've never had a problem as big as, Oh they're on the cliff, the game is lost- Because in this case, just intercept them before the cliff, or nuke the heck out of it with rocket launchers. Really, I've not seen either faction just completely destroy another one if the Commander is at least useful, fairness is quite well handled in my opinion. But again, terrain should remain a big part of this.
This game is indeed a diamond in the rough, only the future will tell what awaits
Thanks for the response Kagami. With regards to symmetrical maps, they don't necessarily have to be symmetrical, they just have to be fair for all factions, including starting positions and starting opportunity. It is *not* fun for anyone to lose a game by default based on their starting position, the surrounding environment, and/or resources available. That's RTS 101. So I'm not saying the maps need to be symmetrical, that is just the best and easiest ways to balance them for overall enjoyment for everyone involved. They could always create 'fair' maps for 'ranked' / matchmaking play in the future, but keep the asymmetrical/'unfair' maps for those who aren't bothered. Dedicated servers and/or matchmaking should be coming within the next couple of months, i hope, so maybe we'll see some changes to available maps with it.
For the Cliffs, good examples are on maps like Rift Basin, where the Humans spawn can be surrounded by cliffs to the rear on all sides. So the Aliens can move through the cliffs with a scorp for example, and stay up there indefinitely, attacking harvesters/structures. The only way to deal with them currently is to use something like co-ordinated teleports with multiple players. Air units will indeed help balance this problem out as for now, its tough for Humans to deal with alien players using cliffs.
@@MoreDTOX In dune 2 you sometimes start with a base building vehicle. . and you can make them later on too. . So that means the whole map needs to have balanced locations for bases. But i don't know how unbalanced Silica is so I'm not discarding your points yet. :D
I just asked on their steam forum two questions, and someone replied saying the game is NOT single player so I guess I'll pass on this game. No solo play then no point in paying out a ton of money. Thanks for the video. Liked, and shared.
I really hope they nail this. It looks like an awesome idea and while it certainly lacks polish and quality of life improvements the basic gameplay loop looks solid. Sure early game feels slow and might need to be sped up a bit and especially at night there needs to be something to help recognize smaller units when you are controlling something bigger. Maybe a red and green outline. Might be slightly immersion breaking but for humans it could be explained as a holographic helmet interface and for the bugs as some thermal or pheromone detection or similar. And yes basic rts features like double click etc need to be fleshed out and path finding and maps need improvement. It may be a mistake to allow the bugs to climb almost all terain as that is a huge advantage that humans don't have and is really hard to balance. Maybe give them an advantage the bugs don't have. Maybe make their sight shorter or when flying units come give only basic ones to the bugs and let humans have an edge in the air while the bugs are more versatile on the ground. Or add water and make human vehicles amphibious while the bugs don't like water for example. That would give both sides ways to cross the map that the others lack.
This is a genre that I hope gets more attention in the future. There is a ton of potential here and the fact that it's gone this long relatively untapped is crazy.
Some good suggestions there, i do agree that Humans should 'dominate' the air more. We are also seeing Humans with BOTH human faction units tied into one at the moment, so balance on the ground will change quite a bit once both factions are more fleshed out. But yes, huge potential and a solid start for Silica so far!
@@lukematney7062 There are MANY examples of this genre, and none of them were a success. It's not because of a lack of trying honestly.
I read that the balance in combat is really off right now, refineries are death for humans too. I really hope they make cool fob type mechanics for it too.
You know, the Homeworld series would be bloody fun withe a cross rts / fps. See the massive fleet battles in first person and fly a fighter to battleship. Play the rest like the glorius RTS it is.
Infinity:Battlescape is similar to that
love to see more races like warhammer40k :) robots borg terminators & protos tauw predators & so on
Let's get the first 3 sorted first! Haha. Lots more units to come, and hopefully special commander abilities and such to spice things up!
This feels like it could become the spiritual successor to Planetside if the problems mentioned are resolved swiftly.
i love that game so much
Planetside is an mmo fps. The main big thing about it is the scale and number of players. How the hell would an mmo work with an rts?
@@medpoly558 what
Silica is a sci-fi FPS with RTS elements
Planetside was an MMO FPS
Silica has the potential to match the same scale in terms of how it works on a battlefield.
Different genre.
@@michaelmichaelson6766 wow really, it's not like the core gameplay loop isn't all that different 😱
Looking forward to more of these videos!
- Who are your foster parents?
- Harvester drivers.
- [calling the parents] Hi, how did your day go?
- Oh! It was great. We quickly collected full stack of ore and delivered it to the refinery by shortest route. [ending call]
- Your foster parents are dead.
Hahaha! I got the reference.
What is the name of the music in segment 05:31 of video?
Yo raymond, here it is! Enjoy: th-cam.com/video/yDe9HzhHxCw/w-d-xo.html
Game looks AWESOME, can't wait to see it grow!
Very excited for what this could become
Another thing to note, I feel like the Aliens are a bit under powered in the late game. Once the human players gets high tech units it becomes a roll over, even if the aliens have terrain on their side it's not perfect. Example being scorpions and other units getting stuck on cliffs and what not, The bugs either needs more powerful ranged units or buffs/fixes to their current ones, maybe via genetic modification or something as they "adapt" to their enemy as the match progresses to the later segments so they aren't just left in the dust by OP rail gun tank convoys or getting blown up from across the map by missile trucks.
Yes it can feel like that. I think one of the big issues is lack of mobility for the aliens. Yes they can use cliffs and cross terrain, but if they can't actually take on the Human's 'deathball', its useless. They need speed so they can successfully flank without losing everything to the Human tank line before it gets close. Air units might help this, but i agree, some sort of unit upgrades is a must further down the line for both factions, to spice up the game and give you alternative strategies, making other units more viable late game.
Flying units are still in development
The biggest takeaway for this game is how to try and balance a gun in the hands of a commander
Something pretty hard to balance but considered very wanted by games such as carrier command 2
Great vid and good feedback for the dev. Love it that one-man band operations are still a thing. Also love the hover thank.
The description of this game reminds me of C&C: Renegade. I'm tempted to buy it solely for that.
Thanks for the review was in doubt about this game at this time will have to wait till the developers fix the problems.
I think that's a good choice. It's a very good game with great promise, Dram has already deployed some very good fixes. It's already nearly there.
Im buying this now holy dang
Love it! praying for it! to make it! To consoles!
Really really loving playing this with everyone, however the AI has a long way to go. I was looking forward to some solo games verses AI too but they really are weak. Time will tell though I suppose. Thanks again for the great content, really good video as always!
Thank you buddy, it's been great fun playing with you all! I don't think the AI is beyond saving, it will likely improve over the coming months to a point, but humans in RTS games will always provide a more fun experience/challenge IMO. I can imagine Martin will implement a 'horde' like AI though, where you have to deal with overpowered waves of bugs and such which could be fun!
My first first-person playthrough had me wondering what to do and where to go. Switched to commander and played like that for the rest of my time because first-person was such a chore of navigating and fighting
My main gripes so far are that the second human faction is a blatant 1:1 copy of the first one and, as you said, the travel times.
Because even if yoh have a vehicle, anything but the buggy moves so slowly and if still takes ages for you to go anywhere, especially with vehicles like the rocket launcher truck or the hover tank.
I guess one solution to human players being out of things to do would be to give us the ability to call in vehicles ourselves without the Commander building them, like Executive Assault 2 does.
Because even if it's just a basic buggy we would call in, it would still offer players more mobility than using the teleport and hoping thag there is a vehicle at your destination.
And for the Aliens, you could give players the ability to take control of Shrimps to gather reasources.
You can already control shrimps
I think there should be more defensive structures of which the smaller ones can even be placed by players and multi-person vehicles like 2-4 man tanks
I truely enjoy trolling the humans as a crab saboteur. Riding their harvesters, picking off lone infantry, burrowing down next to their barracks.. And then watch as they go into a rage induced flamewar and start teamkilling each other xD
If someone could mod in the UNSC as a human faction, I am 100% SOLD
Does anyone have any phrases they'd like used in the game's voiceover work?
Im asking for a "friend" cough cough.
Are you a voice over artist or something?!
@@MoreDTOX Yes Sir, and a fellow Brit.
@@TheSilentStar Neat! Are you doing some for Silica?
@@MoreDTOX If he likes my reel yes, I'm currently waiting on my rig to return from the shop after National grid fried everything and agreed to replace it all, I will be putting it together this week and sending it off to the man with the plan, I figured it might be nice to ask you and your community for some thoughts on what phrases and voices might best represent the game, that way I can provide characters we can all get behind.
@@TheSilentStar Awesome! I would say look into the lore a little and angle some of your voice lines from a SOL / CENTAURI perspective for the Humans! That would be cool to build on the lore/immersion and provide a good starting point! Additionally, any Blizzard RTS, particularly Starcraft, would provide some great inspiration! Otherwise, specifically, nothing off the top of my head. Also look into Emperor Battle for Dune, that game has some amazing unit lines too and also fitting to Silica's theme.
The developer of this game should try Renegade X. It is an FPS/RTS from the Command & Conquer Tiberum Dawn era. If he could bring some of the mechanics to this game, it would definitely improve the gameplay.
Something i havent really understood yet is if this game works like: Theres an RTS player that acts as a "commander" for each faction and the units are actual players or if its all AI, and if its both how much of it can be changed to fit the real player count vs the AI count. Like, could i play this with a large group of people where one or more people who are good at RTS play as the RTS and ones who are better at FPS play as FPS?
That's basically how it works, yep. One player for each team is the 'Commander', like in your typical RTS. They build structures, the units, the research and control potentially hundreds of AI units. The players can play as any of the classes in your army, and/or take control of the vehicles, harvester, go inside your structures etc, and fight the enemy. They can receive orders from you but have full autonomy.
@@MoreDTOX gotcha, thank you!
Tested it for 10 hours straight and I must say I had a good blast with it.
Issues in 1st Person: 9-25 fps with 4070TI and Ryzen 9 3900X, 40 GB Ram, Ram is always capped?
But playing in commander I get around 120 fps, so this definitely needs some work..
Issues late game balance: currently aliens have no chance to beat the human late game, tanks and rockets will blow them away before they can think about getting close.
Its tough for Aliens late game, i think they need to be hyper aggressive to slow Humans down and prevent the Protoss like 'death ball' for now. New Alien units incoming though, might change things up.
@@MoreDTOX I played now "a few" more hours as alien.
I agree aliens have to be a lot more agressive and expand realy quickly in tech and nodes towards resources. Scorpions and Behemoths can totaly win the mid Game if you use ur surroundings.
Crabs can make human commanders quite furious when they sit on harvesters or inside facilities.
Id like to see commander marks for infantry reward players in some small way like bonus ammo for every 50m they cross to get to the marker.
FPS players will receive a 'Player Resource' for following commands, this is what will allow them to purchase FPS loadouts.
Silica will have to be extremely careful with those crawling armored-tank bugs (I assume they're called Goliaths) as they look extremely close to Hellbugs from a different intellectual property, and NBC/Universal (after all, they own the property in question) are notorious for lashing out at people they think infringe on their IPs.
I NEED MORE TANKS APC and maybe GUNSHIPS 🤪
All coming!
Tanks with actual tracks and not these weird floaty things! 🤣
@@zeroniner1383 am with you i hate hovercraft tanks to 😝
I can honestly see this game being quite good for both casual AND competitive play once it's been ironed out. I can genuinely see it being put on a large stage too. The only problem is funding for those events but I don't think that'd be hard to get from sponsors especially seeing as this is a game that's not human on human violence.
how the hell you have so little subs? we'll need more, your voice is nice
Thank you i appreciate that! This is a new channel dedicated to other games im passionate about, i do have another channel called @dtoxtv dedicated to Star Citizen content.
The game has potential, thx for the video
Thank you for watching.
As someone who is a fan of both first person shooters and RTS styled games, Silica looked really promising. Can't wait to see how it turns out in a couple of years when it's more polished and also thanks for the detailed review!
Out of curiosity, what's the name of the first soundtrack in the video? The first part of it is just stuck in my head
Have the harvesters been fixed yet? That seemed to be the biggest problem I kept hearing about.
Maybe soldiers could set commander-deletable pathways for a harvester to follow
Not yet! But Martin is working hard. Patches coming out quite fast.
God, I love games like this, Gates of hell is one I've been addicted to for a while
the genera who never really got a real look at and very few wanted anything to do with it its still one of my favorite concepts as a lover of RTS games but most of my friends prefere more fps or action like gameplay as its a lot less complicated most of the time i really do hope this game turns out great tho not much of a PVP player but hear its PVE aswell for those who wish it.
honestly the problems it has are quite simple and easy to fix, i was expecting foundational problems that would cripple
development but nope, it seems its foundations are quite solid. and thats good for the games future development and expansion.
Can you change between infantry and commander in game? If no, then I wish there will be a feature where you can seamlessly switch between commander and infantry.
Yes you can, by pressing T you can switch to Infantry and AI commander takes over, though AI is not very smart yet.
The harvester, No base near cliff and the engineer idea are great.
Not a fan at all of that "Soldier Visual" idea though, I like how realistic it looks by adding a giant healthbar you make it look cheap. If you were going to do that add a visual degradation system as damage is taken more cracks are formed and when building finally dies give big explosion that kills humanoids in a certain range and small aliens.
Great work with the video!
This game runs pretty well on relatively older hardware. Hosting and playing on a 6700k/16GB/1080Ti is very playable until you get an absurd number of bugs in game.
Please, I hope the developer gets some 2100 Warzone inspiration on the strategy side xb
Surely the unbalance is part of what makes the game special.
Figuring out how to compensate for the pros and cons
A C&C Tiberian Sun Game like this would be 🔥
To think about the e fps gameplay experience they need transport vehicles or some form of human only teleporter to a FOB or something.
Transports are coming!
seems like a fun game, might grab it
The biggest problem at the moment, and one you didn't mention is trolling. Right now, there is no way to kick a player from the game, and no option to turn off friendly fire. That's obviously a recipe for disaster and I've had several matches ruined by TKers. The worst part is that there's no name tags so you can't even tell who the TKer is until they start shooting you
Yeah this is a problem, i've only played with my community so ive been shielded from it so far.
Yea man those harvesters are a headache. It's even difficult for the fps players to take control of them.
Great looking game... Hopefully it'll improve.
This game needs more eyes on it.
minimap ping for stuff that needs attention (similar to SC/SC2, and the ability to zoom the minimap window a little bit would be perfect.
Yeah this is sorely needed!
anyone know the game Natural selection 2?
How did you set units to hotkeys ?????
Same as all RTS, Ctrl + Number, but it's not perfect. Often loses hotkey groups and / or you need to assign them multiple times.
I think its because of the upcoming aerial updaye that the map is the way it is.
I hope they add air vehicles, with how bugs can just walk to the other sides of buikdings and deatroy them you need air vehicles to effectively fight them.
They're comin! 2-3 months.
These guys need to revisit Star Hawk. Silica looks cool though not gunna lie.
As long as the harvesters stuck, this game doesn't worth to play as a fair Strategy game.
Yet it's concept is great and it is still Beta, let's just be patient.
I know this game needs to issue tons of problems and features that should be added, yet this game has great potential on future updates.
They actually patched that last night! The partial fix for now basically teleports the harvester into the bay if it gets trapped for a set amount of time
Valid points. Game still looks good but yah from what I've seen the human harvesters definitely like to get stuck
a Dawn of War reboot with this tech would be amazing.
Reminds me of Battlezone, a really cool game!
I prefer asymmetric map design, but base resources absolutely need to be equal.
You can make a cool looking map without screwing one team
Exactly. To be honest, even if the maps were symmetrical in nature, they would still look cool and you wouldn't notice from the ground perspective.
@@MoreDTOX I know it can work, but looking at extreme symmetry like Supreme Commander and Ashes of the Singularity, I usually end up hating the maps. Give me some Dune 2000 level design any day.
The global teleportation for humans really needs to be nerfed, or be behind a paywall tech upgrade. All it takes is to have some player get into a cheeky cliff top right next to an alien hive, and you got your self a instant backdoor spawn for humans to spawn as special op units to whittle down alien eco, pick off units 1 at a time, and whittle down hive buildings. So many games as alien commander has happened to me where I cant possibly do anything about it when it occurs early game without greater tier aliens.
This has just been nerfed. Big cooldown for use. Very good news.
@@MoreDTOX Indeed.
Is there an ability for private lobbies?? Like can me and my 2 buddies play by ourselves?
Yes but the AI is not very good. Can be fun to mess around and play with your friends, though.
I really want to be able to fight against another human army
You can! You can play Human vs Human or Human vs Human vs Aliens.
The game defines is clunky now but it’s still enjoyable, I can’t wait until the issues are sorted out and it has that beautiful RTS/FPS gameplay we all want
tonnes of fun !!
how do i join the testing? ;)
Just need to buy it on steam!
It looks cool, but something isn't quite right. I can't place my finger on it though. Rts games generally are pretty slow paced initially, with a dramatic climax. That's not great for fps. So there's some interesting things to consider. The bugs (creeps) give some patrol objectives to pass the time while building up, but it's still strange to command people in fps games.
One thing that excites me is the idea of immersive vehicles. Piloting a vehicle in first person makes a lot more sense than switching to third person. It makes the vehicles seem more engaging and balanced better to play with/against. Otherwise, the godlike situational awareness makes it overpowered.
Respawn tickets like Battlefield are an objective of their own, and reward smart tactics and strategic play. The resource system actually would have a purpose other than simply building the base/army. It also is the supply/soldier count.
I feel like in the early game, the commander is focusing on base building, and the other players are basically scouting/revealing terrain and potentially looting or acquiring abandoned tech/structures.
I also think it would be fun to have outposts that are already built, that can basically be defended, and are run by ai commanders, if that makes sense. Basically, the constant winning and losing keeps things interesting, and you could have varying levels of scale to the conflicts. From large tank conflicts to small infantry based ones. Rts usually have multiple stages to the tech tree availability, and it would be interesting to see that in action as well. I always felt like low tech stages were underwhelming, but they wouldn't be in fps.
It would be interesting if the attackers had an advantage, and basically started the game before the defenders. So the defenders start the game while under attack, but by attackers with a less developed base. You could even give the attackers have better forces initially, but no base yet, so they have to leverage their superior firepower in order to develop their base, while the defenders have to manage their defenses as long as possible for reinforcements or further base building.
I also like the idea of the vehicles being the same for both sides, because it makes the balance simpler, but I also think a well balanced asymmetrical design is more interesting. I'm thinking missile trucks with 2-4 large missiles, vs Salvo missile tanks, with like 20 smaller missiles. It's a little bit too USA vs Russia, but it's not a bad idea to have differentiation, and honestly what other things could you even do?
I'm pretty excited about the possibilities of this genre.
What surprises me is that a bunch of guys through the concept of an incubator for small indie developers is managing to outdone what most of the AAA studios have done for the last 5-7 years with a budget that more likely didn't reach even 1% of what said studios waste in the crap they have been delivering for years.
Indie devs are the future! Big studios have become like Hollywood, too scared to take risks!
Anyone know how to go to FPS
One question I have ...
Do players actually follow commander's orders ?
I guess it depends who you play with. I play with my friends/community, so we work as a team. Comms, pinging, voice commands are all in the works, but players will be incentivized to follow commander orders soon as well, by getting rewarded with a player resource so they can purchase loadouts/equipments.
Have they been pretty good with feedback and listening to players?
Yes very good, Martin has been pretty on point, we got a long ways to go yet though.
I would also like to see that FPS player can request airstrike that will automatically fly " once the RTS playet approved it "
Then you will just here these lines.
" Reenforcement has arrvied "
Planes just swoop then keboooom boooom booom.