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Post by En1gma on May 9, 2017 9:38:24 GMT -5
Is there any way to select which square to have a Templar spawn upon when recruiting from a TP? It seems to be fairly random where they spawn, but all the time I spawn a Templar after capturing a TP only to have them come out on the completely wrong side or on top of a square affected by Promethium.
Two requests:
Either have the game recognize the state of the spaces aroundthe TP and select a tile without fire on it.
Or be able to select the square you want your Templar to spawn. Spawning in is one of the few non-tactical things in such a tactical game (it's even called a Tactical Point) and I feel like this choice would really benefit the game.
Thanks as always for your consideration!
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Post by Cory Trese on May 9, 2017 10:29:55 GMT -5
Interesting post. I disagree regarding the tactical nature of managing pseudo-random unit placement. Sorry you don't like that part of the design.
We're always revisiting parts of BF and we'll definitely look at removing the tactical challenge around spawning new Templars. Maybe the design could do with less challenge and less tactics here, there are already a lot of things going on.
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Post by En1gma on May 9, 2017 10:42:30 GMT -5
Even if it was just not stepping out onto Promethium it would be an improvement. I get that managing random troop placement is a part of the game, but if there are 16 possible squares to choose from, why would a battle hardened Templar choose one with a raging inferno? (Neptunes I totally get why...)
What about spawning on the same side as the closest Templar?
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Post by fallen on May 9, 2017 11:02:54 GMT -5
Took a note on avoiding tiles with flame in them - that makes good sense.
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Post by Cory Trese on May 9, 2017 11:47:50 GMT -5
Because they're dropping from Orbit in a pod. It's not exactly science.
Maybe they should extinguish the flame?
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Post by havnor on May 9, 2017 11:56:33 GMT -5
Because they're dropping from Orbit in a pod. It's not exactly science. How do they do it? In building or ship? I thought it was some teleport or just com centre.
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Post by fallen on May 9, 2017 12:07:14 GMT -5
It depends immensely on the situation and the level you are playing, as to exactly how the reinforcements arrive. It's a bit meta and its a place where suspension of disbelief is required.
There is no teleportation technology in Star Traders universe.
We'll work on improving the deploy code.
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Post by contributor on May 9, 2017 13:26:53 GMT -5
Yeah, TPs have always been a little unrealistic in the game, but they're a pretty core aspect of how it works. It's hard to imagine another way of doing it. At least it's not units appearing at the edge of the map.
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Post by Cory Trese on May 9, 2017 13:27:28 GMT -5
Yeah, that would be really unfortunate
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Post by contributor on May 9, 2017 13:31:57 GMT -5
TA3 definitely needs a drop pod animation. Love the idea of templars coming in like a meteor and busting out of a pod.
And isn't spawning always at the 2nd from top leftmost square of the TP, unless that square is blocked?
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Post by Vae Victus on May 9, 2017 22:48:23 GMT -5
Makes sense why they would accidentally drop in an unfortunate position sometimes; that said, as a player feedback mechanism, it seems to just encourage a re-load. Roguelikes and roguelike systems are fine, but Templar Battleforce really isn't one of those types of games--it's tactical.
What might be interesting (possibly only possible in a sequel) is how you finish some levels affects how you "land" in other levels.
For example, on :
Level 1- You extinguish the fires, so on Level 2 you land safely since the fires have receded on the adjoining floor. If you did not extinguish the fires, you land in promethium on level 2. Level 5- You complete, at high risk to your squad, a secondary objective to take out an extra Hive of Xeno; therefore, on Level 6, there are less Xeno spawning.
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Post by fallen on May 9, 2017 23:04:22 GMT -5
Thanks for the feedback. We'll just work on picking a better square.
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Post by Zer0Winds on May 10, 2017 1:31:43 GMT -5
Even if it was just not stepping out onto Promethium it would be an improvement. I get that managing random troop placement is a part of the game, but if there are 16 possible squares to choose from, why would a battle hardened Templar choose one with a raging inferno? (Neptunes I totally get why...) What about spawning on the same side as the closest Templar? "My faith is my shield" -Space Marine They don't care, fire or no fire, they're there to exterminate Xeno and heretic alike. That, and I just really wanted to use that quote. "My face is my shield!" Wait...
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Post by Cory Trese on May 10, 2017 11:39:59 GMT -5
TA3 definitely needs a drop pod animation. Love the idea of templars coming in like a meteor and busting out of a pod. And isn't spawning always at the 2nd from top leftmost square of the TP, unless that square is blocked? I was doing some testing and it doesn't appear to be random. It appears to be 100% predictable, even if you reload and re-do it 10x.
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Post by contributor on May 10, 2017 13:20:15 GMT -5
That's what I've experienced too.
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