Biter rebalance
Posted: Tue May 23, 2017 2:25 pm
I played the game for over a year now, and I always play with biters.
I feel the games needs the challange, there has to be a way to theoretically lose.
I like the new combat rebalance, although I have not yet got all the new stuff in my death world.
Problem: I feel like biters lategame become pretty tedious since
1. You can not take much damage before dying, so you only have time to kill 1-3 buildings before retreting and killing the biters following you. When you come back to the biter base the biters already respawned. This running back and force takes alot of time and is not very fun.
2. Biters reexpand very quick, so even if you spend all your time clearing nests around your base they will be built faster then you can clear them.
My sollution:
1. It seems when you kill all the biters at a biter base it respawns new ones very quick until it gets to its desired amount. It also seem to spawn biters quick when it decides to gather up for an attack. At other times it spawns very slow or not at all.
Instead I would like them to produce biter in a constant speed (depending on pollution and evnolution) and when they get to x amount of biters they attack.
This way if you clear a base of biters you can then take care of the building without running back and fourth.
2. The biters should reexpand much more slowly, so clearing an area actually pays back. I noticed the new "rail world" mode, and I´m eager to try it, but I dont want to remove the reexpand altogether, just slow it down.
3. To help with the ability to tank damage you could have your own version of biters and spitters (meele tanks and ranged damage dealers) who you pluck down at some place and then tell to attack a biter base (I think there was a mod for this, but I didnt try it).
This would let you "automate" the fighting. Other people have mentioned that the lack of ability to automate makes biters not as fun, and not as fitting in the game.
If this was implemented i think biter spawning rate mentinoed in point (1) could be left like today (high when biters are killed).
4. The points above make the game easier, so to balance the biter bases should be bigger/tougher and futher inbetween (to stop it from becoming one big biter base surrounding your base)
This would make it feel more of an achivement to actually clear a biter base. And it would make it worth the effort (since it reduces the attacks on your base), now it feel just like an waste of ammo unless you are going to build there right away.
I also like the idea to make biters favoritise building bases on mineral patches.
And I think you should not be allowed to build turrents close to biter bases to stop turret creeping (turret creeping makes all the other weaponds and tank kind of useless).
There is/was a factorio starcraft2 mod that did some of these things, i liked that one.
Who is with me?
I feel the games needs the challange, there has to be a way to theoretically lose.
I like the new combat rebalance, although I have not yet got all the new stuff in my death world.
Problem: I feel like biters lategame become pretty tedious since
1. You can not take much damage before dying, so you only have time to kill 1-3 buildings before retreting and killing the biters following you. When you come back to the biter base the biters already respawned. This running back and force takes alot of time and is not very fun.
2. Biters reexpand very quick, so even if you spend all your time clearing nests around your base they will be built faster then you can clear them.
My sollution:
1. It seems when you kill all the biters at a biter base it respawns new ones very quick until it gets to its desired amount. It also seem to spawn biters quick when it decides to gather up for an attack. At other times it spawns very slow or not at all.
Instead I would like them to produce biter in a constant speed (depending on pollution and evnolution) and when they get to x amount of biters they attack.
This way if you clear a base of biters you can then take care of the building without running back and fourth.
2. The biters should reexpand much more slowly, so clearing an area actually pays back. I noticed the new "rail world" mode, and I´m eager to try it, but I dont want to remove the reexpand altogether, just slow it down.
3. To help with the ability to tank damage you could have your own version of biters and spitters (meele tanks and ranged damage dealers) who you pluck down at some place and then tell to attack a biter base (I think there was a mod for this, but I didnt try it).
This would let you "automate" the fighting. Other people have mentioned that the lack of ability to automate makes biters not as fun, and not as fitting in the game.
If this was implemented i think biter spawning rate mentinoed in point (1) could be left like today (high when biters are killed).
4. The points above make the game easier, so to balance the biter bases should be bigger/tougher and futher inbetween (to stop it from becoming one big biter base surrounding your base)
This would make it feel more of an achivement to actually clear a biter base. And it would make it worth the effort (since it reduces the attacks on your base), now it feel just like an waste of ammo unless you are going to build there right away.
I also like the idea to make biters favoritise building bases on mineral patches.
And I think you should not be allowed to build turrents close to biter bases to stop turret creeping (turret creeping makes all the other weaponds and tank kind of useless).
There is/was a factorio starcraft2 mod that did some of these things, i liked that one.
Who is with me?