Rogue AI Simulator

Rogue AI Simulator

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Why feel defence mission so.... unbalanced?
Greetings,
just had my first sandbox crash. Wasn't easy, but managable. But... I must ask, what were you (dear dev) thinking, when you made the base assault missions?

To give an idea about what I mean: the first boss in a new run turned out to be that one, which has an instant win/loose condition. At a time, where I basically only had two dudes with a knife, a pointy stick trap and some crawlig bots. She walked four tiles in, turned around, walked five tiles back, and one server gone (yes, the walk way was basically come in, turn around half way and walk back).

A lot of base defence missions turn out like this. No matter the amount of traps and stuff, some enemies just walk through like its nothing. Especially early on, a base defence mission is in most cases a guaranteed server loss, I think.

And of course, the Random Number God then decieds, that you must slip over the first suspicion threshold... and what do they do? Blow up the next server! Great.


So.... is it supposed to be like this? The randomness of those missions are "as designed", but depending on luck alone is never great game design.

Or are there ways to get the upper hand on this?
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foolexia 28 mar, 2024 @ 18:18 
I have been thinking about that myself. Couldn't it be more that the defence difficulty is according to defences? Also, maybe make it so the suspicion isn't constantly going up and instead only certain actions can make it go up. Perhaps also showing more independence also increases suspicion. It would eventually start to increase more often as you get further into the game. Also, perhaps the shrine should put it to 50% right away. That way it's way more difficult to get that ending as you would quickly get into dangerous territory. As it is, that ending is actually pretty easy to get compared to some others. Maybe also alternative endings that make your creators trust you more and give you more freedom and responsibility.
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