rootisonfire
rootisonfire
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- rootisonfire
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Сэр, это ресторан Венди's.
Wrong forum! 😅
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Here's a potential solution to make everything harder; The concept is to just give raiders the option to Toggle Modes for any bases before raiding it. These optional modes would allow players to select a specific difficulty level before embarking on their raid. Give them the ability to determine their added additional difficulty preference on top of the bases difficulty. Let's dive into some examples:
- Trigger Happy: Brace yourself for heart-pounding traps that will keep you on the edge of your seat. This mode intensifies the danger by making all traps trigger twice as fast. Impalers become nearly impossible to maneuver around, boltshots fire instantly, and incinerators unleash their flames the moment you step into their range. Stay alert and maintain razor-sharp reflexes!
- Bouncers: If you seek the thrill of intense guard combat, Bouncers mode is your perfect fit. This mode toughens up guards' armor plates, making them twice as difficult to penetrate. Grenades will no longer eliminate guards, leaving precision shots and traps as your sole means of disposal.
- Superhero Tropery: Feel like a true superhero? Superhero Mode cranks up the explosions and chaos to the maximum level. All bombs drop twice as many explosives and bounce farther away. Self-destruction traps boast an increased radius, reaching up to two blocks away. Dead-man switches become even deadlier, triggering explosions at twice the distance. Prepare for an epic spectacle of destruction and emerge as the ultimate boss!
- Hardcore: Ready for the ultimate challenge? This mode grants you only one life to complete the map. If you fail, that's it! The map recycles, and its reappearance remains uncertain. It's an all-or-nothing experience that pushes your skills and resilience to the limit.
- Iron-Man: Designed for daring players who crave a true test of their abilities. In this mode toggled, you activate all the settings above to unleash the ultimate challenge.
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What if the idea is to have HRV consistently select the untriggered alternative route unless it exceeds a maximum distance? In that case, HRV would choose the fastest route starting from the nearest quantum projector. So, if a raider speedruns and triggers all projectors before HRV reaches them, and the distance to the genmat is greater than a maximum distance set, HRV would carve through the first triggered projector, making it the new route.
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No problem. I do web-design for a living.
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It is true that the game is rated for mature audiences, and freedom of speech is important. However, I think it is crucial to consider the overall gaming experience for all players, including those who may be younger or prefer a respectful environment. We all know kids play games they really shouldn’t. Do you or I really need to be able to graffiti cusses and bitterness just so we feel unrestrained?
Instead of focusing on others growing up to accommodate our desires, I think we should strive for collective growth as a gaming community. By implementing some restrictions on the content that can be added to map decorations, we would demonstrate more maturity. It would ensure that everyone can enjoy the game without questioning why developers allowed players the ability to write lewd or unrestricted things on the wall simply because they can. It's also worth mentioning that developers need to consider legal aspects, such as potential lawsuits, when designing or adding things into the game.
Achieving a balance between creative expression and maintaining a respectful and lore accurate environment is key. While we have the freedom to express ourselves in our own private property, on Twitter, and with our voices. I think it's important to recognize that when we engage in a shared gaming environment, the developers have the ultimate say in what is allowed or not allowed. And it may not be as simple as we think it should be. For the sake of maintaining the overall game and ensuring the well-being of the player base as a whole laws and order makes for a better society. The servers that enable us to play were made and kept alive by the developers, and they have a responsibility to create an environment that is enjoyable and inclusive for all players.
Thank you once again for sharing your thoughts.
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Looks like all that would need to be done to fix this is for the web designer who has access to the CSS to update the background color as it currently exists here: from #f5f5f6; to something like: #35353B
.Item .Poll .PollOption { margin: 12px 0; position: relative; padding: 6px 50px 6px 12px; min-height: 32px; background-color: #f5f5f6; border-radius: 6px; overflow: hidden } -
Hey everyone,
I wanted to address a concern that someone might have regarding the trap combinations and their effectiveness. You might be thinking, 'What's the point of introducing different trap variations if raiders can simply combine the blue trap with the orange trap and be done?'
Well, let me explain. While it's true that some builders may opt for the most lethal combination to maximize kills, the goal here is not solely about eliminating raiders but also about providing a diverse and engaging gameplay experience. Builders have different motivations and approaches when designing their bases.
For many builders, it's about creating unique challenges and variations within their base designs. It's not just about killing raiders, but about testing their skills, punishing them for their mistakes, and witnessing their determination and ingenuity as they try to overcome the challenges. It adds an element of entertainment and replay value as raiders face different scenarios and have to think creatively to succeed.
Additionally, it's important to remember that not every player will have all the trap mods and combinations unlocked. By offering a range of trap variations, we provide players with a sense of progression and incentive to keep working towards unlocking new content and building variations. It keeps the gameplay fresh and exciting, as raiders encounter unexpected trap combinations and have to adapt their strategies accordingly.
Moreover, the element of surprise plays a significant role in the gameplay experience. When raiders encounter bases with unique trap combinations, it keeps them on their toes, heightens their sense of challenge, and encourages them to explore different approaches. It adds depth and complexity to the game, keeping raiders engaged and motivated to overcome the obstacles presented by builders.
So, while it's true that some builders may opt for the most lethal combination, the aim is to provide a diverse range of trap variations to cater to different playstyles, motivations, and progression levels. We want to keep raiders engaged, entertained, and surprised by the various choices builders make in their bases.
I hope this clarifies the purpose behind the trap variations and addresses any concerns you might have had. If you have any further questions or thoughts, please feel free to share them.
Looking forward to the continued discussion!
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Hey everyone,
I thought I'd continue adding new trap ideas and trap mods to this thread since I initially started it. Today, I have an intriguing concept to share with you that involves introducing different variations of corrosive traps with unique effects. Here's how it would work:
- Electromagnetic Destabilizer (Light Blue Corrosive Mod):
- Imagine a trap that temporarily disables the grappling gun of anyone who comes into contact with it. Let's call it the "Electromagnetic Destabilizer." It could have a distinct light blue appearance, resembling water. The intention here is to make raiders keep falling through if they were falling through it. They could still double jump, but if they miss they have no grappling gun to rely on. This mod could be combined with corrosive cubes below it to create unexpected situations for raiders. For example, they might pass through the blue trap and keep falling into an orange trap beneath, or fall into a pit full of guards. To add to the strategy, raiders could be tempted to zip through it, knowing they can't escape until a certain duration has passed. The longer they remain in it, the longer their equipment and grappling gun stay disabled. This is the first trap variation to consider.
- Sensory Malware (Yellow Corrosive Mod):
- The next mod we'll call the "Sensory Malware," represented by a yellow corrosive trap. When triggered, it would cause raiders' screens to "hallucinate" or have "malware affect", simulating trap trigger warnings and emitting random noises associated with various traps. This sensory overload would create panic and confusion, potentially giving guards an advantage to charge or attack. For instance, you could combine the blue trap to cause raiders to fall through the yellow area and into a pit with guards, triggering their sensory overload. The yellow color was chosen to indicate the combination with blue, providing a visual clue to warn raiders about the impending effects. The longer raiders remain in the trap, the more intense the hallucinations and false signals become.
- Optic Disruptor (Grey Corrosive Mod):
- Lastly, we have the "Optic Disruptor" mod represented by a greyish/black corrosive trap. When activated, this trap would impair raiders' vision by overlaying a faded screen, making it harder for them to see for a brief duration. Although accidentally touching this trap wouldn't result in immediate death, raiders would experience difficulty in navigating their surroundings due to reduced visibility. The longer raiders stay in the trap, the darker their vision becomes, and it extending the duration of the impairment.
- Adhesive Flux (Green Corrosive Mod):
- This trap mod, represented by a vivid green color, covers raiders with green sticky substance upon contact. Restricting their movement and slowing them down. The longer raiders remain within this trap, the more pronounced the effect becomes, making it increasingly difficult and longer before the sticky affect comes off. It may require them to rely on the zipline to move around quickly.
- Chimera Pheromones (Purple Corrosive mod):
- This mod which raiders can spot by its purple color releases a powerful scent or pheromone that attracts guards to the raider's location. The longer raiders remain within this trap, the stronger the pheromone effect becomes, extending its reach and luring more guards towards the raider. This trap can create intense moments of pursuit and add an additional layer of challenge for raiders to overcome.
- Flammable compound (Red corrosive mod):
- This mod which raiders can spot by its dark red color covers raiders with a wet dripping and highly flammable compound substance upon contact. As raiders move, they leave a trail of fuel wherever they go. Depending how long you were in the cube, the longer the next affect takes place. The compound will drip with every block you touch, adding a wetmark wherever you made contact. So the longer you are in the compound the longer it takes for the substance to automatically remove itself. Explanation: lets say it takes 10 blocks for it to finally wear off, 10 different blocks, but if any of those blocks are ignited by an incinerator trap, the entire trail of fuel will ignite in a blaze. It will keep setting off like a trail of self-destructive traps, except it will just light up and close those cubes because of its highly flammable compound. This trap creates a strategic risk-reward scenario for raiders as they must carefully plan their movements to avoid incinerators and potential fiery consequences.
These trap variations add an extra layer of complexity and strategic gameplay to the map. Combining different colors and effects could create enticing and challenging scenarios for raiders to navigate.
I'd love to hear your thoughts on these trap ideas and modifications. Feel free to share any suggestions or further ideas to expand upon these concepts.
Looking forward to the discussion!
- Electromagnetic Destabilizer (Light Blue Corrosive Mod):
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I completely understand and share your concerns regarding the potential misuse and immaturity of players when given the ability to add letters and messages on walls. It's crucial to ensure that any feature introduced maintains a safe and positive environment for all players.
Taking your concerns into account, I'd like to propose an idea that could address these worries while still providing a means of communication for builders. What if we limit the available words to a specific set that is generally universally understood (so translating them by language settings could be more straightforward) and lacks nuances that could be combined into anything inappropriate?
I suggest considering words like "Danger," "Exit," "Welcome," "Stop," "Help," "Go," "Explore," and "Quest." These words have clear meanings and are less likely to be misinterpreted or combined into inappropriate phrases. By restricting the options to this specific set of words, we minimize the risk of unintended messages while still enabling builders to communicate and enhance the interactive experience of the game.
By implementing this limited word selection, we can focus on simplicity and universality, ensuring that the messages shared by builders remain within safe and acceptable boundaries. However, it's important to note that effective moderation and reporting mechanisms should accompany this feature to promptly address any concerns that may arise.
Thank you for raising your concerns, and I believe this proposal strikes a balance between enabling communication and mitigating potential risks. I'd love to hear your thoughts on this approach.
rootisonfire
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How can the system prevent Prestige inflation and ensure that high Prestige values are a true representation of the base's quality?
I kind of made up the word "Prestige inflation", but the idea behind it is when high Prestige values no longer accurately reflect the quality and innovation of bases. So someone may have really high prestige just because they keep changing their base design each time they prestige, but the end result of whatever they change it to may not accurate reflect the quality of the base. So we may have bases that are really high prestige level (for example: level 30 base, but its most recent redesign is not a real reflection of the prestige that it claims it obtained from just small revisions to the original design. Does that make better sense or did I make it worse?
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I absolutely love your ideas and understand your frustration regarding the current base-building system. It's disheartening to put so much time and effort into creating a base only to have it become obsolete after a short period. I'm thrilled to see that you're looking for ways to improve the system and make it more enjoyable for builders like yourself. Allow me to compliment your ideas and provide some additional concerns to take it into account:
1) Bases lasting 3+ days per Prestige level is a fantastic idea. It would provide builders with a greater sense of accomplishment and reward for their hard work. To address concerns about longevity, it would be important to strike a balance between extended lifespans and maintaining interest. What if a base lasting 3+ days per Prestige level becomes too long? Longer durations could potentially lead to boredom or a lack of freshness for both builders and raiders. How can the system strike a balance between longevity and maintaining interest?
2) I fully support the concept of uncapped Prestige on bases. It would allow builders to continuously improve and refine their creations without arbitrary limitations. Additionally, implementing a Prestige leaderboard that showcases the most prestigious bases could serve as a source of inspiration and friendly competition among builders. However, it would be necessary to address concerns about Prestige inflation, ensuring that high Prestige values truly reflect the quality and innovation of the bases. How can the system prevent Prestige inflation and ensure that high Prestige values are a true representation of the base's quality?
3) Removing the requirement of synthite for Prestige is a brilliant suggestion. This change would eliminate the resource barrier and ensure that the progression of bases is solely based on the creativity and effort invested by the builders.
4) Allowing players to reset and retry Prestige even after a failed attempt, albeit with a high synthite cost, is an excellent way to encourage continuous improvement and experimentation.
5) A leaderboard dedicated to showcasing the highest Prestige bases would be a great addition. It would not only highlight the impressive work of skilled builders but also provide inspiration for others to strive for greatness. Perhaps, incorporating rewards or recognition for the top builders on the leaderboard could further incentivize engagement and healthy competition. It would be important to ensure that the Prestige system accurately reflects the quality and ingenuity of the bases to maintain fairness and encourage a healthy competitive environment. How do you think such a system could ensure that the Prestige system accurately represents the quality and innovation of bases to maintain fairness and competitiveness among builders?
6) The idea of having bases always present on Social while in the normal queue is fantastic. It would grant more visibility to builders' creations and increase the chances of attracting visitors. However, concerns about favoritism and reduced variety should be addressed. Implementing a rotation system or grouping bases based on different themes or styles could help ensure a fair distribution of attention and promote exploration. How can the system address concerns about favoritism and maintain a diverse selection of bases for players to explore?
7) The concept of retiring bases is a brilliant way to preserve and honor exceptional creations. Once a base is retired, it becomes a permanent fixture on Social, allowing others to appreciate and study the remarkable designs. However, it raises questions about the criteria and process of retiring a base. How are bases retired? Is there a specific criteria or timescale that determines when a base is considered retired, such as being in the top 10 highest Prestige bases for over a month? Is the retirement process automatic, or does the builder have control over retiring their base?
8) Making retired bases immutable is a logical step to maintain their integrity and ensure they remain as a testament to the builder's skill and original creativity. However, would it raise concerns about potential frustrations or limitations that may arise from retiring a base? For instance, builders may discover aspects or elements in their retired build that they wish they could fix or update but are now unable to. If a base is retired, can builders discover aspects or elements in their retired build that they wish they could fix or update but are now unable to? How can the system address any potential frustrations or limitations that may arise from retiring a base?
9) Introducing a Speedrun leaderboard specifically for retired bases is a creative idea. It would cater to a different type of challenge for builders, focusing on creating bases optimized for speed and efficiency. However, it would be important to ensure a fair playing field and prevent potential exploits or imbalances in the speedrun leaderboard. How can the system ensure a fair and balanced Speedrun leaderboard for retired bases, considering the potential for future exploits or imbalances in new features added and not being able to make changes to deal with these new exploits since they are retired?
10) Granting rewards for both players and builders in Social raids is a fantastic way to foster engagement and incentivize participation. By rewarding both sides, it creates a symbiotic relationship where players benefit from raiding while builders feel acknowledged and appreciated for their efforts. However, determining appropriate rewards and maintaining fairness can be a challenge. How are rewards determined for social raids? Will the rewards be similar to those in the normal game mode, or will there be specific rewards tailored to the social raid experience? How can the system ensure fairness and balance in rewarding both players and builders to encourage engagement?
Your proposed changes would undoubtedly revolutionize the base-building experience and provide a more engaging and enjoyable system for builders. By expanding the lifespan of bases, introducing leaderboards, and incorporating new features like retired bases and Speedrun challenges, you've crafted a comprehensive set of ideas that address the current shortcomings. Great ideas!
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@MadMoeZel I understand your concern that the Quantum Projection modification might only serve to shorten the path if HRV is alive but not if HRV is dead. However, the purpose of this modification goes beyond that. It allows builders to create mazes, bait-and-switch traps, and dynamic environments by combining it with standard holograms. Builders can give the illusion of doors closing and opening, forcing raiders to make strategic decisions. Additionally, it can be used in conjunction with other traps, such as boltshots or plasma sentinels, to create challenging scenarios. The primary focus is on providing raiders with alternate routes and introducing elements of surprise, strategy, and decision-making. HRV's ability to remove the Quantum Projection ensures that builders can modify HRV's route without breaking the level, while still offering raiders viable paths to progress
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How about a bonus that gives raiders double ammunition in exchange reducing the cost of mods by 50%. This would make adding significant more mods to traps or more traps in conjunction to the map possible, so the added ammunition would be for destroying more stuff.
How about a bonus that gives raiders a free revive at the start in exchange for a 10% cost for all traps and mods. This would give the builder a 10% increase in capacity, so a 3k capacity base now has 3300. And as they prestige this value would grow with it. So 3200 would then be 3520. Etc.
How about a bonus that gives raiders permanent speed stim boost and 50% longer arc shield duration in exchange for the base builder getting 2 free of each type of trap. After which capacity would be consumed. Thats the normal amount of traps plus about 18 traps, phew, but he raiders get a permanent speed boost and shield duration would could make speed runs even more exciting.
How about a bonus that gives raiders explosive bolts (think mini grenades firing) that slowly regenerate instead of collecting them and a faster sword and sledgesword swing rate, and in exchange reducing the cost of guards by 50% so that base builders can build larger maps with more carnage and run and gun excitement.
Just throwing some ideas out there.
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The alternate route is required for the raiders’ sake to ensure there is a complete path. When using this mod or trap in the path of HRV, it would show two different colored paths when in the build mode. Green as the primary shortest path, and yellow as the secondary path. When using the Quantum Projector in the path of HRV. It requires the path have two complete paths. And yellow cannot be obstructed at all. If this works, then dev could consider allowing more quantum projectors and then if builders put another quantum projector on the yellow path it creates another colored path like a red one. And thats to indicate that the builder cannot obstruct the red.
And to balance it, if its its own trap perhaps its very subtle in its appearance but you can destroy it before it projects a solid wall if you shoot it from far enough away. But if you dont notice it, the wall appears to block you. Either move on or wait for HRV (if thats the path HRV is on).
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He’d still have to have an alternative route he can take that is complete so there should be another way. This would just be to confuse raiders perhaps give them the impression the route is short and genmat just in reach, only for the door to seal. If its the shortest route HRV will go through it and remove it if it has a path to it. Else HRV will take the next shortest path.
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I appreciate your suggestions for adding machinegun, cannon, and flamethrower turrets to the game. While they may seem exciting, it's important to consider how they fit within the game's lore and currently established theme.
Considering the game's lore and theme, it's crucial to ensure that any new additions align with the established technology and world-building. In this world, the game primarily features traps using arrow-like bolts, impalers, and mutants wielding arrows and swords. The projectile elements in the game are futuristic and utilize plasma-like blasts. Introducing turrets that resemble conventional gas-fired rounds from cannons and machineguns might not fit within this established technology framework.
However, if I understand your desire to introduce these concepts while maintaining coherence and consistency, it would be worth exploring alternatives that still align with the futuristic and plasma-based nature of the game. For example, a plasma-based machinegun trap that fires quick automated rounds of plasma in bursts could provide a rapid-fire and high-damage option that fits within the established theme. Players could modify it to change its functionality, from burst to full-auto or even incorporate delayed suppression mechanics.
As for the cannon, while plasma sentinels in my mind kind of fulfill a similar role, we could explore differentiating it with a version that launches a cannonball or boulder from a giant spring like trap. The boulder could shatter upon impact, and this variation could create shockwaves upon landing, briefly slowing down raiders and adding a distinct element to the game. The shockwaves could disrupt their movement, making trap navigation and tomb raiding an even greater challenge.
Regarding the flamethrower, its unique aspect could be its wide 180-degree area of effect, allowing it to target multiple enemies within a short-range radius. This would differentiate it from other traps, enabling base builders to control corners or surprise raiders with flames coming from unexpected angles like the side or the roof, adding chaos to their plans.
It's worth noting that modifying the incinerator to have a similar functionality to the proposed flamethrower idea could be an alternative option. This modification could transform it from firing forward to a "180-sensor blast," triggered whenever someone steps on any of the cubes within its sensor range. However, it's important to carefully consider whether such a modification aligns with the expected function and balance of the existing trap, ensuring fairness and maintaining its intended purpose.
By creatively adapting these ideas to fit within the game's lore and theme, we can introduce new and exciting elements while keeping the overall experience consistent and immersive. Your suggestions have sparked some interesting possibilities, and I appreciate your contribution to the game's development. I love exploring ideas, whether or not they actually get implemented. Thanks for sharing!
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- Make your Outpost stand out: Experiment with different designs to attract raiders. Avoid a deathbox design, as some players may skip it. Remember raiders get a snapshot of your levels layout when looking over which outpost to pick. The length of your HRV path may also be a factor. So experiment what works better.
- Visit other players' Outposts: Engage with the community, raid other bases, and level up while you wait for raiders to visit yours, see which level designs you like the most.
- Be patient: Attracting raiders can take time, so don't get discouraged. Keep practicing and leveling up.
- Share your design: Consider sharing your Outpost design as social on the forums and with fellow players who play for feedback and suggestions before pushing it to active or overdrive.
It's frustrating to go through three rebuilds without any visitors, and I'm sorry you experienced that. Feel free to share your handle, and push it to social and someone from the community may try out your design and provide some initial feedback. Good luck!
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Trap Guard (unique trap or mod on existing traps): A guard hiding inside of a trap. When you trigger or destroy the trap, this spiked creature shoots out until it reaches an obstacle. When destroying the trap before it triggers, the creatures stumbles out and then begins looking for the raider to attack. But when it is triggered as normal, it fires out like a cannon. When it hits something (preferably the raider), it then extends legs and begins crawling around looking for the raider who dodged it to charge at. It is instant kill if its spikes touch you. So avoid it at all costs. It requires a direct shot to the head, you can also stab it in the back if you are fast enough when it first fires or if you dodge its charge. Think tiny balled up Rhinoceros with two creepy legs
Mod customization: The Trap Guard mod can be added to various types of traps, allowing players to choose which traps to enhance with this deadly surprise. They may expect it to be just standard impaler or boltshot, but perhaps this thing explodes out of it instead when it is triggered instead of its usual expected response or after destroying the trap it before it triggers, this thing crawls out of the debris (like the creature from the Ring) and then it tries to charge the raider.
If its its own unique trap, possible mods could be:
- Disorienting Gas Mod:
- This mod equips the Trap Guard with a canister of disorienting gas that follows its charge path. When triggered, the Trap Guard releases a cloud of gas that disorients nearby raiders attempting to dodge its charge, impairing their vision and movement for a short duration. The disorienting gas creates an opportunity for the Trap Guard recompose itself and strike again while raiders are temporarily vulnerable, adding a layer of crowd control to the trap's effectiveness.
- Camoflauge Mod
- The Camouflage mod enhances the Trap Guard's stealth capabilities. The Trap Guard seamlessly matches the colors and textures of the environment, it just looks translucent when it moves and makes it difficult for raiders to spot (though not impossible). Perhaps when it charges and hits an obstacle (like a wall) for a brief moment, its stealth field vanishes. This mod increases the Trap Guard's stealth capabilities, requiring raiders to exercise extra caution and observation to avoid its charge and attempting to kill it.
- Lethal Pounce Mod:
- With the Lethal Pounce mod, the Trap Guard gains enhanced mobility and agility. When triggered, it pounces at a raider instead of charging. This mod allows the Trap Guard to surprise raiders who may think they are out of its range. The increased pouncing ability makes the Trap Guard a more immediate and deadly threat, as it will attempt to jump at raiders even if they are high above putting pressure on raiders to react swiftly and make precise evasive maneuvers.
- Self-destruct Mod:
- Standard self-destruct mod after the guard dies.
What do you think?
- Disorienting Gas Mod:
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I've been thinking about how to address the issue of materials in the game, and I came up with a random idea that could potentially solve this problem and add an interesting twist to the gameplay. Currently, we have five different categories for GenMat: suits, traps, guards, equipment, and weapons. What if one of these categories contained the cure for the Chimera, the legendary cure we've been seeking based on the game's lore?
Here's how it could work: For each player, the category that holds the cure is randomized, but it's universally set at level 40. The catch is that players don't know which category holds the cure. Once the cure is unlocked, it introduces a new material into the game. We can call this material something like "Chimera Essence" for now. This material could be the missing piece the game needs to address the scarcity of materials.
To obtain this new material when raiding, players would first need to collect the GenMat. After that, when they start destroying traps and guards, these enemies will start dropping the highly coveted Chimera Essence. This would encourage raiders to be strategic and not rush through destroying every trap and guard until they reach the GenMat treasure. Taking their time to meticulously dismantle traps would become crucial for acquiring the valuable material.
Now, how can this new material be utilized? I propose two different applications for it. Firstly, the material would be required to participate in tournaments. Secondly, it would also be needed to host tournaments. Builders who have enough Chimera Essence can initiate tournaments by selecting one of their mastered maps (prestige level 10) and categorizing it as "Explore" (artistic), "You Will Not Survive" (brutal), "Don't Get Lost" (ingenious), or Thrillseeker (Fun). The cost of starting a tournament would correspond to the rewards offered to the top 10 players who manage to conquer the map.
Here's the interesting part: The idea behind tournaments is that the Chimera is using the lure of the cure material to attract more raiders, as their genetic material is essential for creating the cure. In order to complete the cure for the specific GenMat type a player is working on, the gen in that category would need to reach level 100. Hosting tournaments allows builders to collect more GenMat for each raider death that occurs during the tournament.
By participating in tournaments, players can earn substantial rewards. The top-ranked players would receive a generous amount of GenMat, along with a blend of cells, parts, and synthite based on their ranking. For instance, being the first-place winner in a tournament would grant 20,000 GenMat, as well as 500 of each material. Second place would receive 15,000 Gen and 450 of each material, and so on.
Additionally, players would also collect any materials collected during the tournament run. This would further incentivize players to participate and perform well in these competitive events. No matter what, those who rank 10 or beyond all receive the same reward that is the same as a brutal level map + 50 of each resource.
This idea would not only address the scarcity of materials but also introduce a captivating gameplay element centered around the search for the Chimera cure. It would create a symbiotic relationship between raiders and builders, as raiders' participation in tournaments provides builders with more GenMat, while raiders can earn valuable rewards by conquering challenging tournament maps.
In addition to the rewards for participating in tournaments and earning GenMat, there would be additional incentives to encourage players to join and engage in tournaments. The Chimera would periodically announce changes in players' ranks, indicating that it's time to run the tournament again. This would create a sense of urgency and motivate players to participate in the tournaments regularly.
To ensure fairness and prevent last-minute pros from joining the tournament, players would need to sign up in advance by paying a registration fee with Chimera Essence. This would require players to plan and commit to the tournament, fostering a strategic element in their decision-making.
The tournaments would have a set duration, such as a week, during which players can attempt the designated tournament map multiple times. This allows players to refine their strategies, improve their performance, and aim for higher rankings. The time limit adds a sense of excitement and urgency to the tournaments.
The rewards for each category of tournament, such as Explore, Brutal, Ingenious, and Fun, would be tailored to fit the specific theme. These rewards would be exclusive and unique to each category, providing additional motivation for players to participate. For example, the Explore category could offer unique decorations, the Brutal category could provide special trap modifications, the Ingenious category could unlock new map building features, and the Fun category might offer exclusive raiding equipment, suits, or tools (such as a replacement for the grappling hook).
Participating in multiple tournaments would allow players to gradually unlock these exclusive rewards, even if they face challenges or frustrations along the way. The desire to obtain these rewards and test their skills against other players would drive them to give their best effort in the tournaments.
Furthermore, the overarching goal of the players would be to contribute to the progress of building the cure. While the specifics of this aspect are yet to be determined, it could involve accumulating certain resources or reaching specific milestones collectively as a player community. This would create a sense of collaboration and a shared purpose among players, adding depth to the game's storyline and lore.
In order to provide a more detailed explanation of the specific goals and constraints for each category in the tournament, we can introduce them as follows:
- Thrillseeker (Fun):
- Objective: Defeat as many guards and navigate through traps throughout the level within the given time limit.
- Constraints: The timer starts as soon as the player begins the tournament. Participants can attempt the tournament multiple times to achieve faster completion times and higher scores. The focus is on showcasing agility, combat skills, and efficient traversal through guarded and trapped areas. The goal is to destroy as many guards and traps as possible within the time limit. If all traps and guards on the map are destroyed before the timer runs out, the timer stops. In case of a tie, the player who also acquired the GenMat and completed the objective in the shortest time wins.
- Don't Get Lost (Fun):
- Objective: Complete the map in the shortest time possible without retries.
- Constraints: The "Don't Get Lost" maps do not contain traps. Players have the option to follow HRV for guidance, but doing so will result in a longer completion time. Navigating without HRV poses a risk of getting lost but offers the opportunity for a faster completion. The goal is to showcase strategic decision-making and efficient route planning.
- You Will Not Survive:
- Objective: Complete the map with the fewest number of deaths.
- Constraints: Participants can attempt the "You Will Not Survive" category multiple times. The player with the fewest deaths will be in the lead. In case of a tie, the speed of completion will be considered, followed by the combined number of traps and guards destroyed. The emphasis is on strategic planning, evasion, and minimizing casualties while successfully completing the raid.
- Explore:
- Objective: Discover and collect specific items listed by the builder throughout the map in the shortest time possible.
- Constraints: The "Explore" category does not feature traps. Players embark on a scavenger hunt, locating and collecting or destroying items specified by the builder. Each collected item checks off an item from the displayed list. Once all items are found and the list is complete, players must finish the designated route and successfully escape. The focus is on thorough exploration, attention to detail, and swift item collection.
By incorporating these additional ideas, the tournament system would not only address the issue of materials but also provide a competitive and rewarding gameplay experience, encourage player engagement, and contribute to the overarching narrative of the game.
- Thrillseeker (Fun):
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Thank you for sharing your thoughts and concerns. I appreciate your insightful feedback. After carefully considering your points, I would like to address each of them and share my thoughts on potential solutions:
- Regarding the console that allows raiders to peek through before entering the portal, I understand the potential issue of raiders just being completely risk free using the console to view and assess danger. To mitigate this risk, we could introduce a limited usage system. Raiders would only have one opportunity to look through the console, and there would be a 5-second countdown timer before an alarm goes off, alerting guards and potentially triggering their response. Once the alarm goes off, raiders would be locked out of the console and unable to use it again until they die and restart.
- In terms of defensive responses and mods for the portal, I agree that balance is crucial. One mod could prevent items from being thrown through the portal, ensuring raiders cannot freely attack from a safe distance. Another mod could allow traps and guards on the other side of the portal to fire through it, creating a two-way threat where raiders must be cautious even when using the portal. Lastly, a mod could generate a defensive measure upon either approaching or instead entering the portal, such a charge up that releases a plasma cloud that fills the blocks on both sides, attempting to harm the raider. These mods would add strategic elements and potential risks to using the portal.
Now, after considering these points, I would like to introduce an alternative concept that challenges our current perspective. Perhaps I have been looking at teleportation mechanics in the wrong way. Instead of standalone teleporters, what if we focus on doors as a primary element?
Imagine if we introduced doors that can open and close as raiders approach them, and we allow builders to modify these doors in various ways (these doors wouldn't be destructible with weapons so to speak), but we could have a mod called "Portal" that activates when there is another door with the same mod on the map. We'd limit them to two mods per map, and in order to use it you would have to have two else it would be a waste of building resources. This mod would be expensive but would convert existing doors into portal windows. Raiders could then see through the door to another location on the map. This concept offers a unique twist where doors become portals, providing a visual connection to different areas. While this idea takes us in a different direction, I believe it could introduce new strategies and possibilities for raiders and builders alike.
I would love to hear your thoughts on these ideas. Do you find the modifications and alternative concept intriguing? Are there any concerns or suggestions you would like to share? Your input is invaluable in shaping these concepts and creating an engaging and balanced gameplay experience.
Thank you for your continued collaboration and feedback.
Best regards,
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@MadMoeZel Thank you for expressing your opposition to any form of block destruction in raids. I understand and respect your perspective on maintaining the integrity of the raid design. Upon further consideration, I believe I can offer a revised concept that aligns more closely with your concerns.
Instead of introducing block destruction, a more basic approach would be to add a modification to the existing holograph traps: Call it "Quantum Projection". This modification would cause the holograph to appear invisible until when approached and then displaying a static block, effectively blocking the raider's path to go a different way. However, HRV would have the ability to remove the holograph whenever it walks through it, removing it and revealing the true path and allowing for progress.
By incorporating this modification to holographs, "Quantum Projection" introduce a strategic element where HRV plays a vital role in navigating and clearing the holographic obstacles, without altering the underlying blocks in raids.
I appreciate your feedback and opposition to block destruction, as it has prompted a reassessment of the concept. This revised approach maintains the core principles you highlighted while still adding a new layer of gameplay dynamics and challenge.
Thank you for sharing your perspective, and I welcome any further thoughts or input you may have.
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Hi @MadMoeZel and @CcPicci ! After some more brainstorming, here is what I came up with to address the concerns regarding teleportation traps. One idea is to allow raiders to throw grenades into the teleportation portal before entering, giving them a chance to see what's on the other side and plan accordingly. Additionally, I suggest incorporating a computer console that raiders can interact with to view a sneak peek of the other side before deciding whether to enter. This console would provide valuable information about potential traps or hazards. However, it's important to note that while raiders are using the console, they may be defenseless if a guard on a patrol path shows up. It adds an element of risk and decision-making for raiders, forcing them to choose between gathering information and potential vulnerability. Lastly, raiders should always have the ability to back up through the wormhole they came through immediately if they sense danger. These ideas aim to strike a balance between safety and strategic gameplay. Your insights have been valuable, and I appreciate your contribution to the discussion!
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To summarize your ideas, here's what I've gathered:
- Raids: Make raids more interactive and offer retaliation options.
- Kill boxes: Increase raider tools for tackling difficult areas.
- Harvey: Improve Harvey's mobility with new traversal abilities.
- Emotes: Introduce basic emotes for player expressions.
- Replays: Enable player conversations during replays.
- Deco packs: Add more themed decorative packs.
- Traps: Enhance trap camouflage and introduce new types.
- Guards: Introduce stronger guards and boss enemies.
- Multiplayer: Include a multiplayer versus mode.
- Building: Expand building options and activation controls.
- Legacy map mode: Create a dedicated mode for high-level bases.
Please let me know if these summaries accurately capture your brainstorming ideas! Great ideas.
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@rootisonfire said:
Dear Developers and Meet Your Maker community,
I would like to propose an exciting feature that rewards base builders and raiders based on three different tiers of base designs. Additionally, I suggest introducing the option for base builders to categorize their creations and allowing raiders to agree or disagree with these categorizations. Let's delve into the details:
- Categories and Categorization:
- You Won't Survive: Base builds that emphasize traps and are designed to be near impossible for the unskilled.
- Don't Get Lost: Base builds that emphasize mazes, making them frustrating but not impossible.
- Explore: Base builds that emphasize awe-inspiring designs without strictly focusing on a specific category.
- Rewarding Base Builders:
- No Penalties for Impossible Builds: Base builders should not be penalized for creating seemingly impossible builds. Instead, raiders should have the option to test these bases themselves and challenge their own skills.
- Rewarding Correct Assessments: If raiders confirm that a base is indeed impossible, both the base builder and raider should receive rewards based on the number of attempts made. This encourages active engagement and testing.
- Creative Category:
- Moderate Rewards: The creative category offers bases with a balanced blend of deadliness, maze elements, and awe-inspiring design. Raiding these bases yields an average reward, neither favoring completion time nor raider deaths, similar to the current map rewards.
- Rewarding Raiders with a Individual Base Rank System:
- Deadly: Raiders' rank are based on the number of times they die while attempting a deadly base.
- Tedious: Raiders' rank is based on the time it takes them to complete a tedious base, considering all successful completions.
- Letting the Base Builders assign a reward: Let the base builder spend a chosen amount of parts or something for players to aim to earn for completing their base. The higher the spend, the more likely you will get more raiders.
- Let Raiders Sort Base Builds by Reward Amounts.
- Raider's Wager: Let a raider wager if they can beat your base under a flat timeframe or under a certain amount of deaths within a time frame. If they lose, the builder gets the wagers parts/synth.
- Giving up reward: Let the Raider give up without completing a base but still rate the base: they can choose to acknowledge the builders designs, receive a small reward based on the number of attempts or time spent, depending on the category, despite not finishing it.
- Rating System and Misinformation:
- Rating as Misinformation: If a base builder intentionally misinforms raiders to trick them, raiders should have the ability to rate it as "Misinformation." This warns other visitors about the number of times it has been classified as misinformation. Don't miscategorize your designs or you may have less visitors!
- Marking as Good to Go: For every successful completion without marking it as misinformation, raiders can mark the base as "Good to Go!" This indicates that the base is legitimate and enhances its reputation.
These suggestions aim to reward both base builders and raiders based on the category of base design and encourage fair play within the game.
Sincerely,
Thank you for sharing your insightful proposal with the community. I'm excited to see that I had a similar idea earlier today, and I appreciate you taking the time to write about it. Your suggestions align well with our ongoing discussion, and I believe they provide additional depth to the concept of categorizing bases and rewarding both builders and raiders.
In my earlier thoughts, I proposed introducing three different tiers of base designs - "You Won't Survive," "Don't Get Lost," and "Explore." I believe this approach allows for a diverse range of base types that cater to different playstyles and skill levels. It's crucial not to penalize builders for creating seemingly impossible builds. Instead, I suggested that raiders should have the opportunity to test these bases themselves, and both builders and raiders should be rewarded based on their attempts. This fair and engaging solution motivates active engagement and testing.
I also thought about implementing an individual base rank system for raiders, considering factors like the number of deaths or completion time. This would add a competitive element to raiding and provide an incentive for raiders to improve their skills. Additionally, I suggested that builders should have the option to assign rewards for completing their bases. This would create specific goals for raiders to aim for and add a customizable aspect to the gameplay experience.
Moreover, I proposed allowing raiders to sort base builds by reward amounts and enabling them to wager on completing a base within specific conditions. These features would add depth to the matchmaking system and enhance the excitement and challenge of raiding. Additionally, I suggested that raiders should have the ability to give up without completing a base but still rate it. This way, they could acknowledge the builder's designs and receive a small reward based on the number of attempts or time spent, depending on the category, despite not finishing it.
To ensure fairness and transparency, I emphasized the importance of a rating system that allows raiders to flag bases as "Misinformation" if they believe the base builder intentionally misled them. Conversely, I suggested that raiders should be able to mark bases as "Good to Go," establishing a reputation for legitimate bases and encouraging honest categorization by builders.
I believe that my categorizations, "You Won't Survive," "Don't Get Lost," and "Explore," strongly correlate with the proposed types of outposts, while also addressing the need for more reward considerations. Let me explain the correlation and the importance of incentivizing players not to ignore or give up on certain designs.
In the "You Won't Survive" category, which aligns with the proposed "Impossible" type, the focus is on bases that offer extreme challenges. These bases feature deadly traps, powerful defenses, and formidable enemies. However, players might be inclined to ignore or give up on these bases if they seem insurmountable. To combat this, it's crucial to introduce reward considerations. By offering enticing rewards for successfully raiding these bases, we can incentivize players to take on these daunting challenges and push their limits. This ensures that builders feel motivated to create challenging designs, while raiders feel compelled to persevere through the difficulty.
The "Don't Get Lost" category corresponds to the proposed "Maze" type. These bases present intricate maze-like structures, requiring players to navigate through complex layouts, hidden passages, and clever puzzles. While these bases may not be impossible to conquer, they can be time-consuming and test players' patience. To prevent players from giving up or ignoring these bases due to frustration, it's important to introduce reward considerations. Offering rewards based on completion time or providing bonuses for successfully solving the maze aspects can motivate raiders to engage with these bases and persist until the end.
Lastly, the "Explore" category aligns with the proposed "Artistic" or "Fun" type. These bases prioritize creativity, innovative designs, and aesthetic appeal. However, players might be tempted to overlook or give up on these bases if they perceive them as less rewarding or time-consuming compared to other types. To address this, additional reward considerations are necessary. For example, granting bonuses based on the number of unique design elements discovered or providing extra resources for raiding these bases can incentivize players to appreciate the artistry and effort put into these bases while still reaping tangible rewards.
By incorporating reward considerations for each category, we can encourage players not to ignore or give up on bases solely because they are deadly, long, or creatively focused. These incentives motivate players to engage with a diverse range of base types, leading to a more satisfying and rewarding gameplay experience. Additionally, these considerations inspire builders to continue pushing their creative boundaries, knowing that their designs will be appreciated and rewarded by the raiding community.
Thank you for your contribution. Sorry for such a lengthy post.
- Categories and Categorization:
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rootisonfire: I have 2 social bases mastered, 1 emphasizes not getting lost while punishing those who try to rush it, and the other is difficult, but not impossible. I would love it if people tried them so I can make them even more fun to play.