Adding some strategy to blob
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Adding some strategy to blob
Blob does not have many choices to make or many mechanics to play with. It mostly has to know the build order and place its passive bonus tiles properly and hope it gets points faster than anyone bothers to kill it.
Let us brainstorm new abilities.
I was considering letting it pick its chem per node but that might be tricky to code/it might end up always picking emp.
Let us brainstorm new abilities.
I was considering letting it pick its chem per node but that might be tricky to code/it might end up always picking emp.
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Adding some strategy to blob
I was looking at Goon's blob and we could probably implement some things from there. Like building blob turrets that do weak damage and have different effects on people depending on their reagent choice.
Or replacing a tile with a reflective one that has a good chance of reflecting shots back at attackers but are weaker to melee.
We could also have a basic upgrade system so blobs can keep up with the arms race between them and R&D
Or replacing a tile with a reflective one that has a good chance of reflecting shots back at attackers but are weaker to melee.
We could also have a basic upgrade system so blobs can keep up with the arms race between them and R&D
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: Adding some strategy to blob
blob emitters that shoot in one direction and act just like emitters
-
- Github User
- Joined: Sat Apr 19, 2014 11:49 pm
- Byond Username: TheWiznard
- Github Username: TheWiznard
Re: Adding some strategy to blob
make the core shield blob walls resistant to xray lasers?
a blob like the factory only instead of the giant spores it's more semi-consistent stream of weak little puff spores that are like 1-2 hits to kill but crowd up and tank a shot from lasers or bullets
probably a really dumb idea but since smoke machines are a thing what if you could make a blob "smoke machine" that spews out a gas in an area that does your regent damage. obviously not as big as real smoke machines but a small area of denial
another thing which I don't know how it could be done is maybe someway to toggle nodes expanding onto walls. I know that sounds counter-intuitive but sometimes there are cases where say you pop in maint and the easy eay to your core from space is blocked by rwalls, but if you put a node down near that it would expand over them and destroy them making it pretty easy to blam right to your core.
e: also maybe make attacking/killing/converting mobs give you some blob points
a blob like the factory only instead of the giant spores it's more semi-consistent stream of weak little puff spores that are like 1-2 hits to kill but crowd up and tank a shot from lasers or bullets
probably a really dumb idea but since smoke machines are a thing what if you could make a blob "smoke machine" that spews out a gas in an area that does your regent damage. obviously not as big as real smoke machines but a small area of denial
another thing which I don't know how it could be done is maybe someway to toggle nodes expanding onto walls. I know that sounds counter-intuitive but sometimes there are cases where say you pop in maint and the easy eay to your core from space is blocked by rwalls, but if you put a node down near that it would expand over them and destroy them making it pretty easy to blam right to your core.
e: also maybe make attacking/killing/converting mobs give you some blob points
Last edited by TheWiznard on Sat Nov 04, 2017 8:20 pm, edited 1 time in total.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Adding some strategy to blob
Somebody suggested chem rerolls randomly generating a list of 3 or 5 or whatever chems, and allowing the blob to pick from the list, reducing the effective RNG a bitKor wrote:I was considering letting it pick its chem per node but that might be tricky to code/it might end up always picking emp.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Adding some strategy to blob
How about doing away with chem blob for the most part and instead let the blob evolve and adapt? It could start as a generic, undifferentiated green mass of flesh but over time it evolve to fill a specific niche or to counter a dominant strategy. So it passively generates evo points but it also passively keeps track of the damage it receives, and how it receives it, and that affects the prices of the evolutions. So if it's being attacked by assistants with welders a lot, it'll find it easier to evolve adaptations that counter that (like spines that react to melee damage). If it doesn't get hit by welders for a while though, the discount starts decreasing and each adaptation bought makes the others more expensive.CosmicScientist wrote:
Anondoe has an idea with putting in an arms race although that might be better to tie it to damage taken by the blob and if it varies based on the source of damage. So the blobby gains upgrade points from being attacked (the crew could ignore it to starve it of points until they get better weapons) and if it takes into account what hits it (welder, emitter, X-ray, flash bang), then it could hopefully scale based on how good or bad the crew is. It'd be a reaction to participating player population and skill, hopefully, rather than a static system that assumes certain skill levels and fighting population.
Reagents could be instead be rolled into the adaptation system and the blob has to purchase reagents but can switch between the ones it has rather cheaply.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Adding some strategy to blob
I approve of this.PKPenguin321 wrote:Somebody suggested chem rerolls randomly generating a list of 3 or 5 or whatever chems, and allowing the blob to pick from the list, reducing the effective RNG a bitKor wrote:I was considering letting it pick its chem per node but that might be tricky to code/it might end up always picking emp.
Spoiler:
- Cobby
- Code Maintainer
- Joined: Sat Apr 19, 2014 7:19 pm
- Byond Username: ExcessiveUseOfCobby
- Github Username: ExcessiveUseOfCobblestone
Re: Adding some strategy to blob
since xhuis is a shitler and won't make obvious btd5 towers for clock, throw them in blob.
Voted best trap in /tg/ 2014-current
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: Adding some strategy to blob
top 10 posts of all time!!ExcessiveJMadison wrote:since xhuis is a shitler and won't make obvious btd5 towers for clock, throw them in blob.
- Yakumo_Chen
- Joined: Fri Dec 11, 2015 10:08 pm
- Byond Username: Yakumo Chen
-
- Joined: Tue Dec 08, 2015 7:02 pm
- Byond Username: Reece1995
Re: Adding some strategy to blob
Remove Blob, it's fucking trash.
Who is online
Users browsing this forum: No registered users