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Brainware

Brainware

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Brainware
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  • I think there needs to be some incentive for players to do social raiding even if it doesn't benefit the builder anymore. A better way to search for bases might help, for example "Cretive bases", "Hardcore bases", "Ingenious", etc.

    Maybe just offer players to do random social bases as well.

    Obviously I think there should be a way to just clone your expired base as a new one. Maybe we could have indefinite amount of tiers above 10 but without giving us more building points for things not to go out of hand.

    Otherwise I don't see a reason why anyone would not just build the exact copy of their old, good performing, base to farm more staff.

    One limitation I see is every starter base is randomly generated and same design might not be possible in the same exact manner. But I think we should be able to copy some parts of the design and have option to reuse them.

  • Actually making harvey able to walk on walls is a terrible idea, imagine a room filled with lava blocks and other traps, but instead now you have to do wall parkour (because floor is lava obviously) to get to the next room, which god know how could be made.

    You can't throw grenades as they fall down the lava, nor you can use shield bombs, they also fall through lava. Yeah, I don't want to see that.

  • Having seen what some people can do in terms of creating bases that are literal trap mazes I'm afraid of what's capable without having harvey.

    I think he serves an important purpose of highlighting intended path or direction for player to take, otherwise the game will become a literal maze solving puzzle in 3 dimensions.

    We cannot just remove harvey without mitigating what his absence could cause just because some base designs are impossible with his presence but instead come up with different ways we could avoid player making mazes that would take forever to clear.

    Maybe give Harvey more tools to move around, maybe even walk on walls or jump down edges at reasonable heights.

    What I don't want to see is builders intentionally killing Harvey in a way a raider cannot avoid.

  • @clownkrieger said:

    Hmmm.... these are good suggestions, but i dont know if that wouldnt end in a buildup-spiral of people trying to counter that again with low effort/cheese. Especially with single use items, what prevents builders to try and lure them out of a raider with a killbox to then have the same killbox again (although that would be more effort and intelligent than what we seem to have currently lol)?

    I think the better approach would be to prevent builders from spamming or encourage smart designs. Like some limit on trap/guard capacity per volume of base as mentioned elsewhere, or restrictions on trap placement (like piston cant have another piston in two or three square distance)?

    Then there is the problem that i guess that most people resort to the cheesy builds cause they cant stand that some people seem to have an easy time avoiding everything else they put up (cough speedrunners cough ). Raiders have extremely powerfull tools at their disposal while traps have to be slow-ish or game would only be fun for people with the craziest reaction times (and the upgrades to get those tools).

    Dont get me wrong, i see the problem and think as well something needs to be done about it, but i dont think the underlying issues or the solution are really easy. Lets hope they come up with some good balance changes...

    With current limitations I think killbox half of it's size isn't very effective. I would love to actually test it though. It's still a deadly trap but exponentially less deadly and if you have right items. Plus I think we as player will become better at dealing with them overtime and they'll just need to get less predictable.

  • Making grenades sticky and them having larger AOE I think is a great change, because they are limited in quantity it will force map makers not to stack every trap in a single area. Same for flash barrier.

    I'd say give us an EMP that disables every trap in a massive AOE but with single use, maybe only in line of sight as to avoid disabling entire outposts.

  • @clownkrieger said:

    If they do that, it would have to add longer delay to trap activation upon triggering 2nd wave (for traps placed together with deco).

    I build pretty minimalistic outposts, focussing more on structure/architecture than decorations, just used some lights here and there to accentuate something or point the way. And it was... weird to see really all raiders expecting trap spam at the genemat once they picked it up in the replays. Seems to be a pretty common practice, and i think its pretty cheap (also super avoidable if you dont spam/maze the genemat like crazy probably).

    Why longer delay? I don't think there is need for that. A hidden trap could be everywhere and the fact that decor doesn't allow is just a technical limitation at this point.

    I don't see why it couldn't be implemented. Override decor with trap if trap is active otherwise show decor. If player wants to remove decor, you need to remove trap first and then decor.

    What should be avoided is placing decors on holocubes and second wave lava cubes as those I think will make them too much pain in my opinion.

  • Give player ability to destroy everything in a room but once. I think this will incentivize builders who want to create the most lethal mazes to spread their traps more, well now they need to think where the player will use that ability so the worst they can do in terms of spamming traps in a single room to have 2 rooms equally bad, or bait player to use the power early but that will just give them maybe 1 or 2 additional kills.

  • If you are infuriated from players using grappling hook to dodge traps:

    1. Abstruct players vision and movment by: Making small corridors without head room, adding lava blocks, piston traps, grabbers, flamethrowers that face the path.
    2. Make it less obvious which is the correct path, while having player dodge bunch of ranged units and traps. This will give player 3 choices: Go fast but ahead of harvery, wait for harvey but then go fast having some idea of where to go, don't go fast but have to destroy all the traps. In all cases player needs to be carefull not to kill harvery if map is like a maze.
    3. Give builders more tools instead of taking grappling hook away from players. I enjoy grappling hook and I think everyone does, unless you don't raid at all.

    Another thing I want to say is I've seen builders kill harvey in an unavoidable way and he isn't respawning. I don't think this should be allowed because I've seen some mazes that are ultra hard to get through, sometimes even impossible.

    Player can tell which paths harvey can and cannot take but still a good maze can trap you there for eternity unless you have a perfect memory.

    To deal with this I think, either:

    1. Raspawn harvey
    2. Make harvery immune, to the damage
    3. Give raiders tools to map out the maze by, for example, placing some signs on the way.