Post by Cyrus on Aug 22, 2013 5:17:02 GMT -5
The following question appeared on the Templar Assault FB page:
"Would you like levels that required certain troops? For example, a level that required a Hydra and two Scouts?"
That's a very interesting question that deserves a much longer answer (and discussion) than I like to post on Facebook.
First off, I don't like the idea of Templars being required to start a level. i.e. "You have to have at least one Scout on the team to do this mission". What if you don't have the specialist in question, or worse, you lost him halfway in a campaign and now you can't progress? The only exception would be if the required Templar is provided (see "Escort VIP" below).
What I would like to see is more varied levels and enemies that favor certain tactics in their design. At the moment I've mostly seen siege levels that favor stationary defense (Neptunes, Hydras and Soldiers are good at that) and the standard mazes that favor mobile tactics (Scouts, Berserkers and Hydras to some extent), especially when there's a turn limit.
Here are some options to vary the levels:
- Burn out or block access points (spawn points). Takes either fire (optimal) or another Templar welding up the hole (multiple AP/turns)
- Sensors jammed by artifact. Shorter visibility range, favors melee over ranged.
- Home turf. Templars are fighting on their own ship/base. One or more armories are available to restock ammo. Favors Neptunes and Soldiers since they can go through their ammo much quicker than Scouts or Hydras can. Obviously you combine this with defense objectives and swarms of attackers.
- The Blob. Slow-moving invincible enemy, kills on touch (melee hit). Requires mobility to stay ahead of these while completing mission objectives.
- Critter swarm. Not actually an enemy, this fills squares like fire does, hurting Templars that move over it. Requires either fire to remove or high plating/shield to cross safely.
- Stealth mission. This mission starts with most spawn points inactive. Every kill and every shot fired add to a noise meter. More spawn points activate when the meter rises a certain amount. The Templars WILL get overwhelmed if they just shoot their way through, while melee kills will raise the meter only slowly.
These mission options would affect your team choices before the level starts, but wouldn't block progress regardless of your team's composition:
- Escort VIP. For this mission, one of your Templar slots gets taken up by an NPC that needs to be escorted into dangerous territory. It might be some hapless scientist that can barely manage to move his Leviathan, an ambassador that's only got a paper-thin spacesuit or a Templar hero that has his own weapons and abilities. You control the VIP for the mission like a normal Templar, but have to work with this VIPs limits and/or special weapons.
- Transport Cargo. Choose one Templar that has to forfeit their main weapon to carry the artifact or other heavy cargo.
Finally, special enemies in a level might warrant matching Templar choices:
- Enemies with very high shielding/low plating would be vulnerable mostly to melee attacks.
- Enemies with long range that *retreat* from your Templars would require more daring tactics.
- Enemies that spawn stuff. Could be an FDF mine-layer or a Xeno queen that spawns eggs that in turn spawn xenos after a turn or two.
- Explosion-on-death enemies: A xeno that splashes acid all over the place when it dies or an FDF flamethrower guy that explodes into fire when killed. These would need special measures to kill safely.
"Would you like levels that required certain troops? For example, a level that required a Hydra and two Scouts?"
That's a very interesting question that deserves a much longer answer (and discussion) than I like to post on Facebook.
First off, I don't like the idea of Templars being required to start a level. i.e. "You have to have at least one Scout on the team to do this mission". What if you don't have the specialist in question, or worse, you lost him halfway in a campaign and now you can't progress? The only exception would be if the required Templar is provided (see "Escort VIP" below).
What I would like to see is more varied levels and enemies that favor certain tactics in their design. At the moment I've mostly seen siege levels that favor stationary defense (Neptunes, Hydras and Soldiers are good at that) and the standard mazes that favor mobile tactics (Scouts, Berserkers and Hydras to some extent), especially when there's a turn limit.
Here are some options to vary the levels:
- Burn out or block access points (spawn points). Takes either fire (optimal) or another Templar welding up the hole (multiple AP/turns)
- Sensors jammed by artifact. Shorter visibility range, favors melee over ranged.
- Home turf. Templars are fighting on their own ship/base. One or more armories are available to restock ammo. Favors Neptunes and Soldiers since they can go through their ammo much quicker than Scouts or Hydras can. Obviously you combine this with defense objectives and swarms of attackers.
- The Blob. Slow-moving invincible enemy, kills on touch (melee hit). Requires mobility to stay ahead of these while completing mission objectives.
- Critter swarm. Not actually an enemy, this fills squares like fire does, hurting Templars that move over it. Requires either fire to remove or high plating/shield to cross safely.
- Stealth mission. This mission starts with most spawn points inactive. Every kill and every shot fired add to a noise meter. More spawn points activate when the meter rises a certain amount. The Templars WILL get overwhelmed if they just shoot their way through, while melee kills will raise the meter only slowly.
These mission options would affect your team choices before the level starts, but wouldn't block progress regardless of your team's composition:
- Escort VIP. For this mission, one of your Templar slots gets taken up by an NPC that needs to be escorted into dangerous territory. It might be some hapless scientist that can barely manage to move his Leviathan, an ambassador that's only got a paper-thin spacesuit or a Templar hero that has his own weapons and abilities. You control the VIP for the mission like a normal Templar, but have to work with this VIPs limits and/or special weapons.
- Transport Cargo. Choose one Templar that has to forfeit their main weapon to carry the artifact or other heavy cargo.
Finally, special enemies in a level might warrant matching Templar choices:
- Enemies with very high shielding/low plating would be vulnerable mostly to melee attacks.
- Enemies with long range that *retreat* from your Templars would require more daring tactics.
- Enemies that spawn stuff. Could be an FDF mine-layer or a Xeno queen that spawns eggs that in turn spawn xenos after a turn or two.
- Explosion-on-death enemies: A xeno that splashes acid all over the place when it dies or an FDF flamethrower guy that explodes into fire when killed. These would need special measures to kill safely.