tyandy
04-27-2012, 12:02 PM
One simple acronym sums it all up. RNG. Currently as they are, my survival runs have been a hit and miss affair. If i get 'lucky' I complete it without a scratch, if i get screwed over RNG, I lose rather quick and painlessly.
My tactic for the most part to handle Sharken essentially requires something that strips them of an immunity if they have it, a gas trap and either a proxy or a clear view of a turret. Now here comes the RNG. If one gas trap fails to fire or the Sharken isn't stunned by it = game over. If one darkness trap or strength aura fails to connect = game over. A loss of a wall in late survival with ogres up usually means you'll find yourself in the tavern.
Here are a few suggestions to remove the 'RNGness'.
1. Make spike barricades one shot Sharken if they charge head first into them. Honestly if you charged head first into a wall of spikes at full speed it is going to leave a mark. Or better yet, while they are preparing to charge, they sustain more damage.
2. As part of their charge, make them take a few steps back to build 'momentum'. If they cannot get the space to move they cannot charge. It adds a need for a new animation and a level of complexity to their AI I'd admit, but it would be in line with the spirit of the Sharken's creation.
3. Blueprints mode, Instead of defenses being destroyed, their 'shell' is left behind, while inactive, it requires a player to heal it to full in order for it to regain its function (Adepts and Apprentices would be once again a valuable active character). Defenses that have been moved outta place can be reset in this manner also.
3rd one is wishful thinking, as it would mean reworking the game entirely.
On another note, I am unsure if it is intended (further testing required) that their charge aminations speed up as waves progress much like mobs and lighting quick ogres of the 20+ wave area.
My tactic for the most part to handle Sharken essentially requires something that strips them of an immunity if they have it, a gas trap and either a proxy or a clear view of a turret. Now here comes the RNG. If one gas trap fails to fire or the Sharken isn't stunned by it = game over. If one darkness trap or strength aura fails to connect = game over. A loss of a wall in late survival with ogres up usually means you'll find yourself in the tavern.
Here are a few suggestions to remove the 'RNGness'.
1. Make spike barricades one shot Sharken if they charge head first into them. Honestly if you charged head first into a wall of spikes at full speed it is going to leave a mark. Or better yet, while they are preparing to charge, they sustain more damage.
2. As part of their charge, make them take a few steps back to build 'momentum'. If they cannot get the space to move they cannot charge. It adds a need for a new animation and a level of complexity to their AI I'd admit, but it would be in line with the spirit of the Sharken's creation.
3. Blueprints mode, Instead of defenses being destroyed, their 'shell' is left behind, while inactive, it requires a player to heal it to full in order for it to regain its function (Adepts and Apprentices would be once again a valuable active character). Defenses that have been moved outta place can be reset in this manner also.
3rd one is wishful thinking, as it would mean reworking the game entirely.
On another note, I am unsure if it is intended (further testing required) that their charge aminations speed up as waves progress much like mobs and lighting quick ogres of the 20+ wave area.