make low aliens dangerous in their base, even to battlesuits

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freem
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make low aliens dangerous in their base, even to battlesuits

Post by freem »

A naked human with a rifle is easily able to kill a tyrant in his base.

A dretch or a granger in their base needs a lot of suicides to kill a battlesuit user, feeding said user.

I think this is a problem. A solution to prevent that would be to make poison ignoring armor. Actually, it deals 5 damages per second, reduced by torso's armor, which means... 1 damage per second to battlesuits, and 2 damages per second to medium armors. It's barely helpful against human players...

I would propose to reduce the base damage to 3, but have it ignore armor so that in their base, lower alien forms would be able to fight back. Unlike humans, they would still need to reach a special building (tactical target, then) which does not makes it necessarily easy, but at least being alien with broken defenses does not means you need a full wave of kamikazes to kill a single battlesuit user.

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GORE
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Re: make low aliens dangerous in their base, even to battlesuits

Post by GORE »

I like your ideas but you are wasting time with your suggestions here. Just have to deal with it how it is or move on to another game, like me. The devs maybe answer your ideas but nothing more happens.

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illwieckz
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Re: make low aliens dangerous in their base, even to battlesuits

Post by illwieckz »

GORE wrote:

I like your ideas but you are wasting time with your suggestions here. Just have to deal with it how it is or move on to another game, like me. The devs maybe answer your ideas but nothing more happens.

What this project lacks is manpower, so yes, even if an idea is nice and get an answer and even if the feature is wanted it does not mean it will be implemented because unfortunately code does not fall from heaven neither grow up out of thin air and we can't change that physical reality even with best intentions.

The game does not follow a linear consumption model where there are active producers feeding passive consumers. Also there is no economy to feed back such linear consumption model in any way. There is no market to order things, neither to order features, neither to order fixes.

Best way to make a circular production model be more productive is to bring more workers to the circle, in this special case, if not bringing oneself as a worker, spread the word, invite players, organize events, so among more players more contributors will grow up.

There is no such things as players in one side and developers in another side. Developers are just players investing their limited workforce.

At least we currently have some players implementing and trying out some gameplay changes, which is something that had not really happened in years, so it's up to them. We'll see, but we don't wait for, because we don't have right to.

This comment is licensed under cc ​​by 4 and antecedent.

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Gireen
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Re: make low aliens dangerous in their base, even to battlesuits

Post by Gireen »

Doesn't this make all aliens stronger, not only small ones?

I like the general idea that dretches can become stronger in late game despite staying unchanged early game.

@GORE
WRONG! :tongue:
Every suggestions here is read sooner or later and can have a impact on future development of the game.
You can look for a future news post that proves you wrong. :bsuit:

fear ma engrish :granger:

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freem
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Re: make low aliens dangerous in their base, even to battlesuits

Post by freem »

GORE wrote:

I like your ideas but you are wasting time with your suggestions here. Just have to deal with it how it is or move on to another game, like me. The devs maybe answer your ideas but nothing more happens.

Well, me writing here is to have feedback from players, not from devs. Because, well, I am also writing some patches, some being actually accepted. I simply use forums for gameplay changes because a bugtracker is not the good place to discuss that kind of things. Also because it's a lot less annoying to log in the forum than in GitHub.
The change I proposed was probably read by at least one other contributor, since I've seen a push request about it.

Gireen wrote:

Doesn't this make all aliens stronger, not only small ones?

Good point, especially for dragoons which can be real fast. Maybe make poison damage proportional to alien's size?
Like, 5 damages for dretch, 4 for mantis, 3 for marauders, 2 for dragoons, 1 for tyrant.

This way, poison will make lesser forms of aliens useful even against bsuits, while keeping tyrant exactly as useless as it currently is :p (would actually be a nerf for dragoons and tyrants fighting armors under bsuit, but still a no-change against bsuit for tyrant, especially combined with poison's duration).

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Gireen
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Re: make low aliens dangerous in their base, even to battlesuits

Post by Gireen »

Oh yes an per alien poison could be interesting. We could give them also other differences that just amount of damage, like slow or ammo loss.

If the small aliens should benefit from this around bases, the poison could also weaken over time. That if the booster was just touched its the strongest.

fear ma engrish :granger:

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afontain
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Re: make low aliens dangerous in their base, even to battlesuits

Post by afontain »

We could also have the poison damage being related to the number of hits. 1hit, 1dmg; 2hits, 3dmg; 3hits, 5dmg.

That way a dretch will soon deal 5dps, while a tyrant would have most likely killed its opponent on the 3rd blow, if not before. And trample would give 5dps really soon. (and IMO, that is fine because trample is really not powerful at the moment.)

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killing time
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Re: make low aliens dangerous in their base, even to battlesuits

Post by killing time »

afontain wrote:

We could also have the poison damage being related to the number of hits. 1hit, 1dmg; 2hits, 3dmg; 3hits, 5dmg.

I like this. The model could be like, poison damages you independent of armor, but a bsuit gets only 20% poisoned in one bite while a naked human gets 100% poisoned in one bite. And the DPS is linearly proportionally to the "percentage" poisoned.

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Gireen
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Re: make low aliens dangerous in their base, even to battlesuits

Post by Gireen »

How would a second hit affect the length of the poison time?
Would the doubled poison only overlap for a short time until the first infection is over?

fear ma engrish :granger:

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killing time
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Re: make low aliens dangerous in their base, even to battlesuits

Post by killing time »

Gireen wrote:

How would a second hit affect the length of the poison time?
Would the doubled poison only overlap for a short time until the first infection is over?

Maybe there could be up to 5 poison timers? And if all of them are already in use, a new bite replaces the one which would run out the soonest.

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