Adding some strategy to blob

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onleavedontatme
Joined: Fri Mar 13, 2015 10:26 pm
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Adding some strategy to blob

Post by onleavedontatme » #353817

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.
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Anonmare
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Re: Adding some strategy to blob

Post by Anonmare » #353823

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
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Armhulen
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Re: Adding some strategy to blob

Post by Armhulen » #353828

blob emitters that shoot in one direction and act just like emitters
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Re: Adding some strategy to blob

Post by TheWiznard » #353848

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
Last edited by TheWiznard on Sat Nov 04, 2017 8:20 pm, edited 1 time in total.
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PKPenguin321
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Re: Adding some strategy to blob

Post by PKPenguin321 » #353866

Kor 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.
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 bit
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Anonmare
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Re: Adding some strategy to blob

Post by Anonmare » #353884

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.
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.

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.
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ShadowDimentio
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Re: Adding some strategy to blob

Post by ShadowDimentio » #353885

PKPenguin321 wrote:
Kor 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.
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 bit
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Cobby
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Re: Adding some strategy to blob

Post by Cobby » #354206

since xhuis is a shitler and won't make obvious btd5 towers for clock, throw them in blob.
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Armhulen
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Re: Adding some strategy to blob

Post by Armhulen » #354218

ExcessiveJMadison wrote:since xhuis is a shitler and won't make obvious btd5 towers for clock, throw them in blob.
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Yakumo_Chen
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Re: Adding some strategy to blob

Post by Yakumo_Chen » #354782

A lot of these ideas are the same in my blob thread in feedvack
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Reece
Joined: Tue Dec 08, 2015 7:02 pm
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Re: Adding some strategy to blob

Post by Reece » #355448

Remove Blob, it's fucking trash.
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