Wave defense in freeplay

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What targets should biters prioritize?

Player
1
8%
Pheromone Emitter
2
15%
Silo
2
15%
Belts
0
No votes
Assembly Machines
2
15%
Furnaces
3
23%
Turbines
2
15%
Other
1
8%
 
Total votes: 13

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ownlyme
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Wave defense in freeplay

Post by ownlyme »

Hi,
I made some enhancements for the wave defense scenario (mod called wave defense unlimited) and now I'm adding the wave defense mode to freeplay, but there are a few things I can't really find good solutions for.
1. You might know there is a "satellite round", where biters spawn continuously until you launch a satellite. Obviously that's not practicable in freeplay so there will probably be a simple button that you can end the "satellite round" by paying the usual amount of cash.
Now the question: What would you call such a phase/round (I thought of something like "enrage round" or like that)
2. In the scenario, the attack target is set to the silo, but in freeplay i need to find a new target for the biters to prioritize, but i don't think they should attack outposts. (hence the poll)
3. In freeplay, players progress generally at very different speeds and usually not at consistent speed, so I don't really have an idea to calculate the wave strength yet.
If you have some feedback for me I would really appreciate that.

update:
the winner is....
the chunk with the highest pollution
Last edited by ownlyme on Sun Oct 14, 2018 7:00 pm, edited 1 time in total.
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eradicator
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Re: Wave defense in freeplay

Post by eradicator »

1. Lunar Eclipse/Solstice etc, including a prolonged night cycle.
2. Power production? Player is a bad idea as it gives the player partial power to direct the attacks where he prefers them.
3. Why not use evolution? Or maybe attempt to calculate how fast a player eliminates a wave. Though that value is probably quite similar for everyone who survives a wave.

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