lamiadomina Posted January 18, 2013 Share Posted January 18, 2013 (edited) Over the course of the last several days and patches, my wingman Ballistic Pigeon and I have been playing almost daily and discussing the design direction of this game quite a lot. Just finished with a few solo runs and have a handfull of thoughts that I had been meaning to post - so, uh, I'm doing that. "Invasion" events, wherein a second faction attacks the ship in the middle of a mission - these were a neat idea, and in principle I do hope that they stay in the game. The present implementation however can be deeply frustrating. I'd been trying to level my Snipetron on Saturn earlier, in hope that with some levels and good mods it might actually reclaim its status as a fairly nice gun for higher level Grineer missions, eg, Earth (more on which in a moment). My efforts were confounded when the ship was invaded by Corpus. I should not need to detail how terrible a situation being blindsided by Corpus wielding a Snipetron is - it was basically game over. I think the biggest problem with the present implementation of cross-faction invasions is that their AI doesn't seem to change very much - suddenly instead of Grineer all searching the ship for you, it's Corpus all focusing on your position, and if we're to believe the Corpus where originally there to invade the Grineer that seems kind of silly (the balance issues of getting jumped by another faction who your build functions far worse against notwithstanding). It seems to me that programming distinct invasion-mode AI would answer both problems very nicely - if the Corpus (/infested/whatever) were focused on the Grineer as their original objective, and behaved as if, you know, they didn't have access to the ship's security systems and didn't have the Grineer's ability to track your position and continuously dispatch reinforcements to you, then avoiding situations you were badly equipped for might actually become a viable strategy to salvage the mission in a way that it just isn't at present. It would make the event feel a lot more atmospheric, too. Vis a vis atmosphere - will we at some point be recording audio to announce the invasion event, the way there presently is to inform you the objective has changed? Just hearing "Corpus walkers inbound" instead of "Grineer strike team inbound" doesn't really do the event justice. It would be cool if invaders were spawned on top of defenders more often so that you find yourself walking into firefights between them instead of just getting a random squad of one or the other room by room, most times - make the battle taking place around you actually visible. Maybe even cause chaos like sections of the ship losing power/lights or starting fires? I particularly like that enemy AI seems to very notably change in dark rooms. It would be cool if there were more events that killed the lights so we could get to see more of it. Or even have some areas suddenly lose pressure as fire from enemy ships damages the hull. Tying too many features to invasion events would definitely significantly change the gameplay during these events, and I guess it's the devs' call whether they feel that would be a good or a bad thing. I'd enjoy it a lot, personally. Adding chaos to the environment that way would potentially be a valid way to balance the decrease in difficulty from having two factions focused on fighting each other instead of on you (as above, if a lot more of that actually happened. I'd like that). Speaking of Corpus: The present behavior of Corpus security systems is -immensely- frustrating. My wingman informs me that the reason we so often see security systems activate even with no cameras in line of sight is that cameras will now aggro if they have LoS to any hostile mob, not only the PC. This is a terrible idea and it needs to stop immediately. Camping for ten minutes in front of a laser gate because somewhere around a corner a crewman is hiding in front of a camera is frustrating, flow breaking and doesn't need to happen. Neither does turrets opening up on your back because a mob triggered a camera in the next room, which is impossible to even shoot at from your position. In fact, turrets opening up on your back after you've cleared the room just doesn't need to happen period. It's an unfair scenario that the player has no reasonable way to prevent even if they're careful to destroy cameras everywhere they find them, since turrets will apparently aggro if -any- camera aggros. This doesn't even make any logical sense - how can a turret target you based on a camera that doesn't even have line of sight? This is all compounded by the fact that turrets appear to be invincible until they aggro, so clearing them off of the ceiling before proceeding to the next room isn't even an option either. Corpus missions would be hugely more fair and less ragequit-inducing if turrets were tied only to cameras in the same room as themselves. And if cameras only went aggro on players, not hostile mobs. Seriously, that was a terrible idea. Get rid of it. Speaking a little further on Corpus: Those robot chutes. You know the ones. The moa walkers they spawn appear to be invincible until they've fully exited the chute and begun firing, and that sucks. A lot. Please, please, fix this so that firing into the chute as it opens can kill them before they're on top of you. The invincibility frames are flowbreaking and have screwed Pigeon and I too many times to count. In fact, it would be nice if the chutes themselves were destructible. While getting blindsided by moa spawning out of them is a situation you can -generally- avoid by not rushing into a room until you're sure it's clear, it seems unreasonable that the player can't identify them as a threat and take them down preemptively the way we can with security cameras. We've both had a number of incidents in which they stopped spawning after a room was cleared but then dropped a huge wave of moa on our backs once we moved to the next room, although I'm not certain if this just represents the same patterns by which giant squards of Grineer will somehow appear out of nowhere in a room I'd already cleared, even if it was a dead end. This is likewise something I wish would just stop happening, but I can live with it if it's Grineer who at least respond to suppression fire or Infested who I take for granted will involve some melee hairballs regardless. Against a swarm of highly aggressive Corpus moa, where it is absolutely necessary I be able to give ground and retreat to cover until I've thinned them, it's just unacceptable. Seriously. Stop spawning enemies right on my six as soon as I turn my back. It's not a threat that the player has any reasonable ability to plan for or protect themselves from and a threat like that that doesn't involve any actual decision points is not a "challenge." It's just an arbitrary frustration feature. If you're going to continue doing this, at least give the player some reasonable way to protect themselves. Supposing you let us hack doors to lock them behind us? ed: Regarding my Snipetron, and the way difficulty scaling in this game is handled - grinding for better mods so my gun will do enough damage to negate the enemies' higher HP seems asinine. It would be nice to see a move toward difficulty scaling that actually changes the gameplay instead of creating a mutually-negating arms race of higher stats on both sides. That, and the game would be a lot more interesting if so many weapons that I liked in the opening game didn't start to feel so useless in the endgame. Increasing number and variety of Grineer heavy spawns is a pretty nice start - can we see more of that, and less of the same enemies but with more HP? Edited January 18, 2013 by lamiadomina Link to comment Share on other sites More sharing options...
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