Talked with the dev on some aspects, big and small... He said the next planned major feature should be play over internet...
Also requested if we could get a random option at the visor so you get a random color each time you start with another marine.
Aaaaaand another cool feature like dragging wounded. These were my ideas on how it should look like:
Ideas:
A. When players get sliced do they: 1. Die? 2. Go unccouncios ? 3. Severely wounded ?
1. If they die, the game could imply the idea to not leave comarades behinde and reward the player for bravery with extra XP if he managed to get out with the body
2. If they are K O, then it would be pretty much the same as 1, the only difference is that the evacuated KO marine would get to live for the next mission if extracted.
3. The third possibility is a bit tricky because here I am thinking something like Army of Two, as in the fallen marine is wounded but can still somehow shoot while being dragged (maybe less fire rate and aquaricy ? + random balckouts? ) I know this might be a real hell to code thou.... But it would totally own.
4. Maybe a mix of all three ? So you would get a 33. to die, 33 to go KO, or .33 wounded % when you get sliced by an alien.
B. When player drags wounded/dead do they: 1. Move slower ? 2. Move slightly lower ? 3. Move the same ?
All 3 options could be considered, I think here is an issue of balance so you guys might know what's best. Thou given to the atmophere of the game itself and the fast paced it wouldn't be a real immersion popper to keep the same running speed ?
C. After alien tagged marine do they: 1. Ignore wounded? 2. Finish off marine?
This is also a tricky part. Should the alien have 2 phases of slashes ? First gets the marine down (just like now when he get's killed) and then the second phase where the alien starts to disect the marine ? Where as the other teammate could have time to shoot the creep off ?
Or should the alien have priorities ? If there is another marine in X meters then it would ignore wounded and procede with killing the next threat?
I do not think an invulnerable-saveable marine would be a good idea, it's simply not hardcore enough and brakes immersion.
D. Should state of health be known to players?
I think this is also an important part of the feature: When a players gets downed, his comarade does not know if he is dead, knocked out, or just wounded. In game visuals for the downed marine should be black until he gets quick checked by his buddy and then the game would trigger either scenario A1, A2 or A3.
Also the saviour marine should have 2 options: either just drag him without checking on the body (if things are bit too slicy, and later if he gets to a turret, he might have time to check) OR perform the check on the spot.
Also some nice eye candy would be a cracked visor for the downed marine (maybe also with non responsive or faulty functional readings?)
His response on this one was:
"I love your idea of dragging wounded comrades! I have actually thought of that myself and it is definitely something that we will experiment with. The goal is of course to add more tension and drama to the game, but we will be careful not to spoil the general pacing of the game."
I really miss a game with this concept of more than just HP 0 to 100. 0 dead, 1 alive and running well. Maybe they will really mind this feature and go with it, then again, maybe they won't. I know this ain't really a walk in the park to implement.
Anyway I really think this game can truly make a name of it's own out there, just like FTL maybe did. Something like a permanent reference for future games to come.