Re: Friday Facts #190 - The quiet days
Posted: Mon May 15, 2017 3:49 pm
I love the survival aspect of the game as a result of the biters. Ever since I first started playing the game (0.11 or before), biters have never been given any significant attention.
They are a part of the game I really enjoy, and I would love it if they got more love before calling it a 1.0 release. There are many suggestions, but some that I would like to see include:
+more varieties of biters (without biters that can teleport into your base or dig into your base), you have to be able to reasonably defend against them, but more then just biters and spitters and stationary turret worms would be great
+more interesting AI behaviour, such as actually taking a group of biters from one nearby base that actually tries to move to a place to setup a new base instead of just appearing there. That way you don't have to put victory poles everywhere to prevent biters spawns inside your base, but you isntead use logic. If biters can't get past the perimiter, they can't start a base in the centre of your base.
+other interesting biter AI such as picking better targets, changing up which targets they attack etc
+more options to tune their difficulty (for eg. now in 0.15 they appear everywhere within your base, around your defences etc. They appear right outside turret range too (and you can't tune the minimum expansion distance).
+add different and rarer biter bases with special boss type biters
+add less likely rare events with tougher enemies that attack once you get enough pollution, evolution etc
+add more biter attack types
In summary I love the biter survival aspects of the game but even on death world (I have done this many times in previous versions too by putting everything with biters on max and using Bob's mods which adds much tougher biters), they are just not that challenging or interesting. This is probably the most overlooked aspect of the game and needs attention before 1.0.
They are a part of the game I really enjoy, and I would love it if they got more love before calling it a 1.0 release. There are many suggestions, but some that I would like to see include:
+more varieties of biters (without biters that can teleport into your base or dig into your base), you have to be able to reasonably defend against them, but more then just biters and spitters and stationary turret worms would be great
+more interesting AI behaviour, such as actually taking a group of biters from one nearby base that actually tries to move to a place to setup a new base instead of just appearing there. That way you don't have to put victory poles everywhere to prevent biters spawns inside your base, but you isntead use logic. If biters can't get past the perimiter, they can't start a base in the centre of your base.
+other interesting biter AI such as picking better targets, changing up which targets they attack etc
+more options to tune their difficulty (for eg. now in 0.15 they appear everywhere within your base, around your defences etc. They appear right outside turret range too (and you can't tune the minimum expansion distance).
+add different and rarer biter bases with special boss type biters
+add less likely rare events with tougher enemies that attack once you get enough pollution, evolution etc
+add more biter attack types
In summary I love the biter survival aspects of the game but even on death world (I have done this many times in previous versions too by putting everything with biters on max and using Bob's mods which adds much tougher biters), they are just not that challenging or interesting. This is probably the most overlooked aspect of the game and needs attention before 1.0.