Nameisnotname, on 05 February 2012 - 01:07 AM, said:
Survival ideas and feedback
Started by Frall, Feb 03 2012 11:33 AM
29 replies to this topic
#21
Posted 06 February 2012 - 07:16 AM
A way to record pathing for AI would be freaking epic. Alternately, nodes that tell the AI to do specific things when they reach a point, such as, toggle a switch, or jump. Timers would be a nice addition to the editor as well.
#22
Posted 16 February 2012 - 05:05 AM
1. I want to see: high, low and no gravity maps(for all map types)
-boss waves and breather(weak enemies) waves
-activateable traps
-layable non-bomb traps
-pay buttons/switches
-this: http://www.cobaltfor...ed-sentry-guns/ Or at least just buyable cheap sentries that are really weak
2. I like both survival maps very much and want to see more, but Safest Gate is by far my favorite. I really like that the map itself is in multiple stages, not just waves of enemies.
3. You could do better on use of secret areas. Being able to get to cool places that are REALLY hard to get should be rewarded, like the upper left corner of Safest Gate. I spent like 10 minutes trying to get there under ninja fire, and when I did, there was NOTHING, while the uber-easy upper right gives several hundred bolts.
-boss waves and breather(weak enemies) waves
-activateable traps
-layable non-bomb traps
-pay buttons/switches
-this: http://www.cobaltfor...ed-sentry-guns/ Or at least just buyable cheap sentries that are really weak
2. I like both survival maps very much and want to see more, but Safest Gate is by far my favorite. I really like that the map itself is in multiple stages, not just waves of enemies.
3. You could do better on use of secret areas. Being able to get to cool places that are REALLY hard to get should be rewarded, like the upper left corner of Safest Gate. I spent like 10 minutes trying to get there under ninja fire, and when I did, there was NOTHING, while the uber-easy upper right gives several hundred bolts.
#23
Posted 16 February 2012 - 10:43 PM
Ooh that survival map looks great. Can wait to see it. 
What I'd like to see is more rooms and such. Plus a lot of hacking and safe-cracking. Keep up the good work, Frall.
What I'd like to see is more rooms and such. Plus a lot of hacking and safe-cracking. Keep up the good work, Frall.

After an hour of experimentation, I FINALLY got this to work.
#24
Posted 18 February 2012 - 06:34 AM
We need a survival map where there is actually a house that keeps you safe from enemies, not a house where enemies can just open the door, walk in, have a cup of tea with you then blast your metallic head off.
I used to make arrow to the knee jokes, but then i took an arrow t- oh wait.
#25
Posted 18 February 2012 - 02:21 PM
You do realise that the lever next to the door is for locking it, right?
#26
Posted 18 February 2012 - 02:53 PM
PenguPow64, on 18 February 2012 - 06:34 AM, said:
We need a survival map where there is actually a house that keeps you safe from enemies, not a house where enemies can just open the door, walk in, have a cup of tea with you then blast your metallic head off.
We are aware of the one lever not working thank you
It should be fixed in the next patch.
Please follow! :) Twitter: https://twitter.com/#!/@Frall_
Cobalt level design stream: http://www.twitch.tv/frall_
Cobalt level design stream: http://www.twitch.tv/frall_
#27
Posted 23 February 2012 - 01:43 AM
Survival is currently great with the survival house as it is very fair and tuned to a good spawning rate. There are, of course, many thing that could still use improvements. All the enemies spawning on the far left have an issue with staying over there unless you enter within the vicinity of the area or your bullets travel over there. This issue can easily abused to further progress through once you have the hamster enemies attacking you. Another issue is this is practically the only way to defeat any enemies of such a level. Most units consist of doing two hit kills on you. One for your shield belt, the other for you, once your shield is down. There needs to be upgrade for your armor and/or health to allow for further progression, unless the strategy of abusing AI issues and taking on one enemy at a time is the way it's meant to be played.
Another concern is once you are at this stage, you most likely have acquired the matter assault with full upgrades, shield belt with full upgrades, and jet shoes. This combination is, essentially, the limit to survival. Almost simultaneously, the enemies spawning will have reached their tier limit, so to speak. There aren't any harder enemies, or modifications to the loadout of enemies, to make them any harder. This is understandable as I've viewed the resources to the game, through the editor, and there are no more enemies currently, but still you should concern yourself with this. The easier way to make survival longer, is to make it infinite. You can do this by providing the enemies that spawn with modifications to their stats of weaponry, health, speed, armor, and any other abilities. This would allow them to increase constantly and always be a threat.
Another issue I've seen is with weapons. Once I've acquired a matter assault, I would like to have something like a rocket launcher as it provides the single, most powerful, one hit shot. However, weapon switching, would become a mess if I were to practice such strategies with any other previous weapons I've used, as they would only clutter my inventory. Basically, I need a way to throw away, or store elsewhere, my weapons.
Another suggestion for future survival maps, or even survival house possibly, would be, unlockable areas and shops. Via an item acquired at a certain stage or through a volts purchase. An item acquired also does not necessarily mean a key. Something like the thermal grenade could be used to destroy a wall. This would be the most effective item as it is only acquirable through killing enemies and only available at a certain stage in survival.
Another concern is once you are at this stage, you most likely have acquired the matter assault with full upgrades, shield belt with full upgrades, and jet shoes. This combination is, essentially, the limit to survival. Almost simultaneously, the enemies spawning will have reached their tier limit, so to speak. There aren't any harder enemies, or modifications to the loadout of enemies, to make them any harder. This is understandable as I've viewed the resources to the game, through the editor, and there are no more enemies currently, but still you should concern yourself with this. The easier way to make survival longer, is to make it infinite. You can do this by providing the enemies that spawn with modifications to their stats of weaponry, health, speed, armor, and any other abilities. This would allow them to increase constantly and always be a threat.
Another issue I've seen is with weapons. Once I've acquired a matter assault, I would like to have something like a rocket launcher as it provides the single, most powerful, one hit shot. However, weapon switching, would become a mess if I were to practice such strategies with any other previous weapons I've used, as they would only clutter my inventory. Basically, I need a way to throw away, or store elsewhere, my weapons.
Another suggestion for future survival maps, or even survival house possibly, would be, unlockable areas and shops. Via an item acquired at a certain stage or through a volts purchase. An item acquired also does not necessarily mean a key. Something like the thermal grenade could be used to destroy a wall. This would be the most effective item as it is only acquirable through killing enemies and only available at a certain stage in survival.
#28
Posted 23 February 2012 - 09:32 PM
AcidicTaco, on 23 February 2012 - 01:43 AM, said:
...Basically, I need a way to throw away, or store elsewhere, my weapons....
(slightly) Off topic:
If the enemy could try to crack safes this could make an interesting game mode whereby bots spawn on the right and the player on the left (directions arbitrary could be top/bottom), and both "teams" gain weapons and shield belt batteries by cracking safes and advancing toward the center of the map to eventually kill each other.
#29
Posted 25 February 2012 - 03:18 AM
AcidicTaco, on 23 February 2012 - 01:43 AM, said:
Some pretty awesome stuff
That's just the best I, with my extremely limited vacabulary, can describe it.
Another thing that would make survival even more awesome?
Eating porkchops to regain health. It's a joke.
My first album is now for sale!
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