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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Astro - a mission!
I never really needed the teleporter particularly because I never noticed it in the first place. I actually discovered it by accident on another playthrough and was quite surprised, lol.
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Wed Jun 10, 2009 2:50 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Astro - a mission!
Miles_T3hR4t wrote: The top 11 Things to do to make this not a challenge: why top 11? because I like to go one step beyond.
11) Carpet bombing 10) Crobos 9) Browncoat with a pile of laser rifles, don't even reload, just switch weapons. 8 ) Flak 7) Dig under the map 6) any ubergun mod 5) anything made by witty or grif 4) Ivan's bear faction (If you installed over B22) 3) Crab bombs 2) edit the map so that you start with a drone in the room with the enemy brain
and the number one not challenging thing to do to beat this map is:
(I think this is correct, I'm not sure) for actor in MovableMan.Actors do if actor.Team == 1 then actor:GibThis() uh, you forgot loading Grif and P3lb0x's plane with an unholy sum of pirate bombs and go kamikaze on the opponent brainbot's ass. Although, it could be a challenge if: -You have to kill every other actor first -You don't load anything in the plane -You only use the bomb. That's it. No shootan. -You only use 1 plane to do it (and it still lives)
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Wed Jun 10, 2009 12:18 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Astro - a mission!
carriontrooper wrote: Miles_T3hR4t wrote: The top 11 Things to do to make this not a challenge: why top 11? because I like to go one step beyond.
11) Carpet bombing 10) Crobos 9) Browncoat with a pile of laser rifles, don't even reload, just switch weapons. 8 ) Flak 7) Dig under the map 6) any ubergun mod 5) anything made by witty or grif 4) Ivan's bear faction (If you installed over B22) 3) Crab bombs 2) edit the map so that you start with a drone in the room with the enemy brain
and the number one not challenging thing to do to beat this map is:
(I think this is correct, I'm not sure) for actor in MovableMan.Actors do if actor.Team == 1 then actor:GibThis() uh, you forgot loading Grif and P3lb0x's plane with an unholy sum of pirate bombs and go kamikaze on the opponent brainbot's ass. Although, it could be a challenge if: -You have to kill every other actor first -You don't load anything in the plane -You only use the bomb. That's it. No shootan. -You only use 1 plane to do it (and it still lives) No... kamikaze? Whyyyyyyyyy! Testing...
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Wed Jun 10, 2009 1:50 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: Astro - a mission!
I killed everyone except one of the minigun bodyguards. Even then, I was planning to execute him in front of his brain boss, but I missed and shot the brain robot, who was crawling towards me with his arm blown off.
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Wed Jun 10, 2009 9:20 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Astro - a mission!
Miles_T3hR4t wrote: The top 11 Things to do to make this not a challenge: why top 11? because I like to go one step beyond.
11) Carpet bombing 10) Crobos 9) Browncoat with a pile of laser rifles, don't even reload, just switch weapons. 8 ) Flak 7) Dig under the map 6) any ubergun mod 5) anything made by witty or grif 4) Ivan's bear faction (If you installed over B22) 3) Crab bombs 2) edit the map so that you start with a drone in the room with the enemy brain
and the number one not challenging thing to do to beat this map is:
(I think this is correct, I'm not sure) for actor in MovableMan.Actors do if actor.Team == 1 then actor:GibThis() You forgot about releasing an explosive virus onto the base and giving your actor implants.
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Wed Jun 10, 2009 9:23 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Astro - a mission!
Voracious32 wrote: Also, has anyone bothered to try the teleporter? I think I may have made it so difficult to get to that it wasn't worth it. If that's true, I'll probably either make the teleporter easier to get to or the other route more challenging. I might just remove the tunnel going directly to the second building from the large room in the first building so you have to go through the tower. Thoughts? I only used the teleporter backwards : I By that I mean I got to the second bunker, killed everyone, used the teleporter that got me behind the 2 other dudes and killed off safely. So mainly I just used it to kill a couple guys that werent even necesary. The mission is pretty cool, but the first and second bunkers are mainly just fun houses with people inside that you can torch in a multitude of ways. You can pretty much just skip the 2 bunkers and kill the brain in the last one after taking care of the guards. I could suggest making the second and last bunker into a single BIG bunker. Redo bunkers 2 and 3 or atleast build a large complex on top and around the bunkers to look like they are a single building and the access points are located at the second bunker so you'd have to fight your way through that if you want to reach the last bunker's zone which would be a part of the big complex.
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Wed Jun 10, 2009 10:38 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Astro - a mission!
It's really quite easy. I got to the brain bot using only a light coalition soldier armed with a shotgun. Took about two minutes to work my way there and I did it all without losing any health (a bit of luck, maybe?). The brain bot gunned me down, though. I tried to kill it with my shotgun, but I missed and it blew me to smithereens with that little auto pistol. Then I ordered a browncoat heavy armed with a YAK47 and killed the bastard (the brain bot almost killed me, though).
I think what makes this type of mission fun is variety and strategy. Variety, because these missions can be rather long and repetitive. It's cool to have different obstacles to face: a lone dreadnought waiting for you in a tight shaft, a couple of snipers a while away, a squad of lightly-armed beatniks, etc. The other thing is strategy. There should always be at least two options in this type of mission: either you kill your opponents to advance, or you find a way around them. Now here, of course you could do either of the two (except when you reached the final bunker, then you had to pretty much kill everybody in the building), but your Plan B wasn't quite imaginative. You just fly over your enemies.
A few suggestions: -Put a few actors out of the bunkers. -Give actors waypoints and patrol points. -Redo the bunkers so you can't just pass over them. -Make your brain bot more vulnerable. Right now you have all the time you need (well, unless you're using the demo). -Change the brain bot into a coalition brainbot (or then again, take any other unit and make it a brain, or even better, make a new brain unit), arm it, and reduce funds to 0.
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Sun Jun 14, 2009 10:34 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Astro - a mission!
Yeah I just flew my rocket to the end with my 1 guy, and a couple napalm bombs. Dropped him off just outside the last bunker and incinerated the first two guys with the loaded rocket, and the rest of the guys were picked off pretty easy with a desert eagle.
I'd suggest what most other people have, either redoing the bunkers to make them impassable, or just combining all of them into one large super-complex.
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Mon Jun 15, 2009 12:15 am |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Astro - a mission!
LowestFormOfWit wrote: Yeah I just flew my rocket to the end with my 1 guy, and a couple napalm bombs. Dropped him off just outside the last bunker and incinerated the first two guys with the loaded rocket, and the rest of the guys were picked off pretty easy with a desert eagle.
I'd suggest what most other people have, either redoing the bunkers to make them impassable, or just combining all of them into one large super-complex. I think there could be something to keeping it the way it is (with a few minor tweaks, since you'll admit the bunker building you did isn't perfect). I noticed that, at the bottom of each small bunker, there is a room. The first one is empty, the second one has a ronin or two in it and the last one contains the brain bot. My suggestion is: Add two doors protecting the room the brainbot is in. Each door can only be opened if you have the right key. In each of the two other rooms, you would find keys to those doors. They could be sprited like the control chip and open the doors thanks to some fancy lua or something.
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Mon Jun 15, 2009 1:52 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Astro - a mission!
^ is right. A force field might work better though. Code: function Update(self) for actor in MovableMan.Actors do if ((actor.Pos.X >= self.Pos.X - 24) and (actor.Pos.X <= self.Pos.X + 24) and (actor.Pos.Y >= self.Pos.Y - 24) and (actor.Pos.Y <= self.Pos.Y + 24)) and actor.Team == 0 and not(actor:HasObject("Key 1") and actor:HasObject("Key 2")) then actor.Vel.X = actor.Vel.X * -2 actor.Vel.Y = actor.Vel.Y * -2 end end
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Mon Jun 15, 2009 2:09 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Astro - a mission!
That's a definite alternative. Two halves of a key to open the final chamber. I like it.
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Mon Jun 15, 2009 2:31 am |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Astro - a mission!
If that's gonna happen, you might want to make the final room a LOT stronger, because you might be able to just dig past the doors, or simply blast them apart, unless you make the doors have an insanely high gibwoundlimit.
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Mon Jun 15, 2009 2:47 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Astro - a mission!
Or you make the force field cover the entire last part.
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Mon Jun 15, 2009 2:47 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Astro - a mission!
Do NOT reduce funds at all. The ability to buy stuff and play this mission with freedom of choice is one of its best features. Like dummy assault was designed, you gather and build an army or a solo hero like you want him and then send him off to kick some ass.
Expanding the home base could be cool too. Like have watch towers, a door, a mining shaft start, a few started pack guys (coalition w/ ARs + grenade) and a better hangar.
Another cool addition is to have a script that will start the enemy to send dropships with troops to hunt your brain down once you reach the final bunker. That way you can have some defence to make things even more interesting.
You could actually make it a whole new mission and keep this one as it is because its already very good and fits with the rest of the missions well.
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Mon Jun 15, 2009 6:03 pm |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: Astro - a mission!
Keep this mission the same for the people who like it the way it is. Then either make a V2 or a whole new mission with some of the suggestions above.
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Mon Jun 15, 2009 8:12 pm |
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