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Post by Cory Trese on May 31, 2015 9:36:08 GMT -5
Should Overwatch shoot newly spawned Xenos? Why or why not?
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Post by Officer Genious on May 31, 2015 9:41:23 GMT -5
I'd say no so long as they don't spawn AND move at the same time. For the sake of not creating a "max/min" style of gaming, its probably best not to reward spawn camping directly on the Xeno spawns and instead direct Templars to find better choke points, especially as you can't stop Xeno spawns as a player anyway.
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Post by Cory Trese on May 31, 2015 9:44:54 GMT -5
Assuming that difficulty is totally broken if you prohibit Xeno from taking turns on spawning turn. Lots of time went into this one already.
So assume that cannot be changed. What do you think? They're probably going to move and get OW shot anyway ... is that extra free attack more satisfying?
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Post by contributor on May 31, 2015 10:01:48 GMT -5
I think they definitely should get shot on spawn. "Welcome to the party!" There has already been some negative feedback about xeno's spawning all over the place and that making it hard to set up a perimeter. Having them shot on spawn would help somewhat with that.
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Post by Cory Trese on May 31, 2015 11:18:39 GMT -5
I think they definitely should get shot on spawn. "Welcome to the party!" There has already been some negative feedback about xeno's spawning all over the place and that making it hard to set up a perimeter. Having them shot on spawn would help somewhat with that. That's true. Also, I am just now learning how to make good BF levels -- I've made almost 30 now, and it is starting to take
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Post by ntsheep on May 31, 2015 11:25:42 GMT -5
Hard to say, both Officer Genious and contributor make great points. In several games I've had them spawn in an Overwatch box, they didn't move or get shot, but I was able to handle them on the next turn without a problem.
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Post by En1gma on May 31, 2015 11:39:45 GMT -5
Absolutely shoot them. Think about it from the eyes of the Templar- your one job is to guard an area. Why wouldn't you shoot a Xeno if it were to spawn within your OW?
As for it being abused by spawn camping, if you are lucky enough to find a source of Xeno, why wouldn't you lock it down? There should be enough spawn zones that locking down one or two for a few turns while you move to the next objective won't break the game.
There should still be other zones for spawns, and the AI should recognize when a point is under seige and transfer the spawn rate to another to compensate.
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Post by Cory Trese on May 31, 2015 11:51:50 GMT -5
The AI compensating is a bit too complex a thing to introduce into the state engine -- the designer of the map should make sure that the spawns are placed and rated correctly. I'm with contributor on this, after more consideration and reading the feedback so far.
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Post by jknut on May 31, 2015 11:56:44 GMT -5
Shoot them! Makes Overwatch even more fun.
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Post by saltin on May 31, 2015 18:42:50 GMT -5
Well I say shoot them because the other alternatives for the overwatching templar reacting to a freshly arrived alien life form simply won't do,these include (but are not limited to):
Stare each other down(don't blink templar!) Trade insults. Arm wrestle. Share and boast about amazing war stories Joke about each other appearances. Belittle each other family lineage.
There are plenty of spawns and time is always short so no need to worry about camping spawns imo. Also not shoooting would not be in character: the soldier is establishing a"kill zone" and therefore is expected to act on it accordingly.
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Post by slayernz on May 31, 2015 19:47:50 GMT -5
For me, spawning Xenos should get a save against being shot before movement. Just like in Aliens (all hail Ripley), the Xenos might have some ability to camouflage themselves within their surroundings before leaping out. An observant and skilled Knight should be able to see Xenos as they hang upsidedown in the secretions (yeah but secreted by what?), but greenhorns wouldn't see squat.
So the knight's ability to detect a Xeno may well be based on the knight's Focus and/or Tactics level. Increase their focus, and they increase their chance of seeing Xenos. Increase tactics, and it increases their understanding of Xeno behavior.
Xenos that spawn and move should be shootable on first movement though. Once they're up and running, sensors in the Knight's armor would begin to go nuts.
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Post by ntsheep on May 31, 2015 19:51:47 GMT -5
With the bug that was making the Xenos harder than they should be, just one of those things was enough to wipe out my crew in less than 24 hours
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Post by Deleted on Jun 1, 2015 3:05:39 GMT -5
Shoot 'em. It's fine if they spawn on the far side of OW zone but I've had several spawn on the near-side and I'm so bummed about the placement and then they don't get shot.
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Post by johndramey on Jun 1, 2015 3:46:21 GMT -5
I'd vote for "shoot 'em" for one basic reason, I always pictured a spawning xeno as clamoring out of a hole/tearing through some deck plating/etc. In that situation, it seems best (and natural) for a Templar stationed on flank defense to pour a little defensive fire into the offending area. Maybe consider what slayernz suggested, giving a xeno a small buff to dodge under the assumption that the Templar could be caught off guard. Or, in an ideal situation, give the Templar a reflex save (For lack of a better term) using his or her quickness stat to see if he or she is caught flat footed. If the Templar fails the save, give each overwatch shot a penalty to hit. IF the Templar passes the save, each shot is taken as normal.
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Post by warhog on Jun 1, 2015 4:19:07 GMT -5
I like the chance to shoot them based on a roll, with a buff to xeno until it moves.
Also one option is increased damage resistance, in case the xeno is still partly covered by floor/ceiling grating or biomass
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