SamuZai
Sanctuary: Shattered Sun
Sanctuary: Shattered Sun

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Screenshot Saturday #8

Each faction in Sanctuary Shattered Sun has its own defined and unique aesthetic. The Chosen prefer curved lines, the EDA opt for the clean, utilitarian buildings you'd expect from humanity, but the Guard... The Guard are something different.

Easily my favourite look of the three factions, the attention to detail shown by the artist who created these models is second-to-none. Angular brutalism wrapped in obsidian and ember.

Witness a Guard base in our eighth Screenshot Saturday. The contrast between the snow and the glowing red-orange accents really makes the Guard aesthetic pop. There's an industrial fortress feel to their structures. What do you think?

Community Question: What’s one feature you’d love to see in Sanctuary that you haven’t seen in other RTS games?

Screenshot Saturday #8 Screenshot Saturday #8 Screenshot Saturday #8 Screenshot Saturday #8 Screenshot Saturday #8

Comments

I don't know how hard it would be to implement something like this, but it would be sweet if say, one of the factions had unique shields/ laser walls that can reflect projectiles back. They would still take damage, but as they are taking hits they will reflect/redirect physical projectiles back in the general area of the attacker and reflect/refract laser projectiles similarly. I remember when total war Warhammer 3 introduced the dragon lore of magic with the reflect spell that reflected arrows and cannonballs and such back to troops and I thought that was pretty dope. That would make for perhaps a more interesting approach in attacking that certain faction, maybe requiring a more ranged approach. They could be balanced by having, say weaker/more expensive shields as well.

Jason K

Would love to see (as you mentioned) the ability to select a subcommander unit and have him perform one of several tasks as a mini AI: - Fortify this area, build defences, shields, repair facilities. The player designates an area to fortify so he can limit how many resources the subcommander will try to invest before considering the task complete. - Perform maintenance in this area. The player designates an area where the subcommander will repair damaged sctructures and units, and rebuild destroyed structures. - Find the nearest unclaimed alloy deposit and exploit it, maybe fortify it a little, then repeat. This job is tedious for the player. - Turn an area into a unit production facility. The player designates an area for the subcommander to build factories and constuct units that can be used by the player or another subcommander to conduct periodic attacks. - Use existing units to attack. The player designates an area and timer so every X minutes the subcommander selects all units from this area and sends them to harass the enemy. Having this feature depend on a phyisical subcommander unit makes it more tangible to manage, and having the AI task stop when the subcommander is destroyed provides it's own fun objective for the enemy player to hinder your operations. Further brainstorming: If the player sends the subcommander out to perform a task FAR away then the subcommander should be able to requisition himself a transport aircraft and move himself over there. Bonus points if he requisistions a squid of intercepters to escort him there.

John Doe


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