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Post by dayan on May 26, 2015 18:20:10 GMT -5
Fourth level. I have a decent defense perimeter around a tact point and multiple times Xenos spawn right behind the perimeter as well as run from pathways beyond the fog. We need shields or something to prevent them from transporting away teams. Also crashed.
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Post by Cory Trese on May 26, 2015 18:28:16 GMT -5
Details on the crash would be great. If you had a screenshot of where they are spawning, I can check the map. In the case of spawning, either fallen or I clicked on that tile and selected "Spawns Xeno" in the map editor. Definitely won't be shields against spawning, but the map designer needs to do a good job. Also, the player will have to adapt defensive perimeters to defend different as need on these maps.
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Post by johndramey on May 26, 2015 18:58:30 GMT -5
A couple questions and suggestions, I've had xenos seemingly spawn in and attack on the same turn. Was I imagining that, or is that expected behavior?
I've also noticed xenos spawing right next to my Templars. I'm guessing that is expected, but if they are able to spawn and execute full moves/attacks it makes it a little hard to deal with threats.
My suggestion would be to either have spawns dynamically shut off if within X squares (maybe 4 or 5?) of a Templar -or- have xenos spawn and not able to carry out a full turn. Maybe allowing them half MP and AP would make managing missions like #3, where you are constantly on the move, a little less hectic?
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Post by Cory Trese on May 26, 2015 19:13:01 GMT -5
Great ideas -- those are both things that we did try. Allowing a Templar to clamp a Xeno spawning location turned out to be too easy to exploit, especially on larger levels.
We tried both no turn, half turn and full turn and found that the most exciting and fun one seemed to be full turn. Maybe that is something we can think about making a difficulty scale element.
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Post by Cory Trese on May 26, 2015 19:29:37 GMT -5
Although in the next phase, Hydra fire does block Xeno spawning =)
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Post by dayan on May 26, 2015 23:06:29 GMT -5
No screenshot, but the scrits spawned less than 3 squares away from the initial tact point. The crash afterwards occurred during rounds as the xenos moved. No dialogue or anything, suddenly I was staring at my home screen.
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Post by Cory Trese on May 26, 2015 23:21:54 GMT -5
No screenshot, but the scrits spawned less than 3 squares away from the initial tact point. The crash afterwards occurred during rounds as the xenos moved. No dialogue or anything, suddenly I was staring at my home screen. What device? The only unaccounted for crashes we have left are GPU out-of-shader-memory errors Let me know and I'll try to track it down.
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Post by dayan on May 26, 2015 23:25:54 GMT -5
No screenshot, but the scrits spawned less than 3 squares away from the initial tact point. The crash afterwards occurred during rounds as the xenos moved. No dialogue or anything, suddenly I was staring at my home screen. What device? The only unaccounted for crashes we have left are GPU out-of-shader-memory errors Let me know and I'll try to track it down. LG E980
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Post by warhog on May 27, 2015 2:14:00 GMT -5
One problem about xeno full turn after spawn is tact point defense, as the xeno might spawn close to it and attack tact point no matter what your defenses are. If there's a way to make spawning trigger overwatch that would be great.
In principle I do like the idea of smaller xeno spawning all around, while the larger ones could have some sort of mechanic to make it seem like the xeno is massing forces from around the level to deal with templar threat. Of course I have no idea how this would fit into intended gameplay
On the other hand, that's exactly what I experienced on lvl4. The scritters spawned all over while the mothers and hunters had to walk a bit
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Post by johndramey on May 27, 2015 3:54:40 GMT -5
Great ideas -- those are both things that we did try. Allowing a Templar to clamp a Xeno spawning location turned out to be too easy to exploit, especially on larger levels. We tried both no turn, half turn and full turn and found that the most exciting and fun one seemed to be full turn. Maybe that is something we can think about making a difficulty scale element. I can both appreciate and understand that, I just lost my engineer to a spawned in Skittering and was so depressed, haha. It might be a good compromise to scale it based on difficulty, have the bottom two difficulties give the xeno no turn, the next two half a turn, and the rest a full turn. Another idea would be to maybe have a freshly spawned xeno have a single turn debuff lowering their accuracy or damage? Could be explained in the tutorial by saying a new xeno has to push through the deck plates/cracks/etc and is off balance, so is easier to handle for a couple seconds?
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Post by fallen on May 27, 2015 9:06:58 GMT -5
Most likely this can be addressed by fixing the map.
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Post by Cory Trese on May 27, 2015 9:18:22 GMT -5
On the other hand, that's exactly what I experienced on lvl4. The scritters spawned all over while the mothers and hunters had to walk a bit Right -- that's the result of level design on our part. Glad it worked. The Xeno AI is totally different than 4X, and do have a "massing to attack" phase. I just tried that out and the results seem to be a bit disastrous. It puts a huge emphasis on camping Xeno spawn points rather than defending territory. 1. We will work on a consistent visual queue that a location is spawning 2. Do not leave engineers adjacent to Tact Points after using Capture.
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