Home Game Development Spicing Up Major Maps 2: Space Denial

Spicing Up Major Maps 2: Space Denial

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Spicing Up Major Maps 2: Space Denial

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Our first dose of spice final time leaned closely on risk-reward potential within the type of harmful cargo convoys, whereas our second dose right here is extra about introducing extra difficult conditions and growing general difficulty–less reward, extra threat (though as you’ll see this new function may also contain rewards for some builds).

Introducing the Heavy class, the primary new frequent fight class ever added to Cogmind! New uniques and in any other case particular bots from different factions have joined us over time, however the ranks of ordinary 0b10 fight bots had stay unchanged within the time because the first launch in 2015.

cogmind_heavy_class_tiles_20_large

Heavy class tiles. The ASCII model is an uppercase ‘H’.

The “Heavy” title was first utilized in Cogmind offshoot POLYBOT-7 again in 2018, the place it represented a defender constructed round a single cannon and stronger than a typical Sentry, so kinda like a “1-tile Behemoth.” On the time I imagined we’d see one thing like that in Cogmind in the future, and right here we’re, though as you’ll see on this article there’s a lot extra to those guys than simply cosplaying a smaller Behemoth!

Nearly all of threats in Cogmind’s main maps are available three kinds: lively patrols, safety bots guarding over a small space, and garrisons which might dispatch reinforcements. Heavies mix all three of those by often defending a single location, however generally shifting to protect one other location, and in addition able to calling in extra squads like a garrison can. In different phrases Heavies are a type of “cellular garrison” that tends to be stationary most of the time.

As such, these are obstacles you’re extra more likely to need to keep away from somewhat than confront, in some ways much more harmful than garrisons since these can struggle (!) and the latter may be destroyed and even hacked. Heavies can technically be hacked as nicely, though solely by RIF builds–there is certainly a Relay Coupler [Heavy].

In fact, avoidance isn’t all the time an possibility, or in some circumstances doing so may put you in much more tactical hazard for no matter purpose, so let’s check out what confronting a Heavy actually entails and the way they reside as much as their “space denial” function.

There are a number of causes to worry a Heavy, in any other case they wouldn’t make excellent space denial bots, now would they? 😛

Loadout

Even ignoring their different skills, merely based mostly on their construct alone Heavies are to not be underestimated in a head-on struggle. They’re closely armored with a reasonably well-covered chunky core and plenty of supporting offensive utilities behind an enormous cannon.

In comparison with dealing with a complete squad of bots with extra mixed integrity and weaponry they’re technically not that unhealthy when encountered alone, and in that regard may be thought-about considerably glass cannon-y, however few enemies carry such a devastating weapon as their heavy cannon. Particularly for Heavies I added a set of recent dual-slot kinetic cannons able to inflicting a concentrated blast of injury together with a non-insignificant likelihood to additionally apply the Blast important impact, which is kind of highly effective together with such excessive base injury. In fact as with most elements gamers can even purchase these cannons and put them to good use, together with different doubtlessly helpful Heavy salvage together with their treads, distinctive sensors, Transmission Jammer (the one technique to reliably get one among these by way of salvage), Weapon Cycler, Kinecellerator (no different dependable salvage sources for this, both)…

cogmind_ascii_art_beta11_heavy_cannons

Further-heavy, extra-large heavy variants of present cannons created for Heavies.

Mechanically talking, the star of their loadout could be the different half added particularly for Heavies, particularly the Lively Sensor Suite which I detailed in an earlier article. This performs an essential function in service of their space denial capabilities, since they’ll use it to perform two highly effective AOE results:

  1. Name reinforcements: Unidentified indicators detected inside their sensor vary are thought-about suspicious and so they’ll ultimately take motion in opposition to them by summoning a squad to take a look at the world. As much as two separate such squads may be lively without delay, so spending an excessive amount of time close to a Heavy with out truly participating it could possibly be problematic in the long run.
  2. Masks allies: All the Heavy’s fight allies inside its sensor vary are masked from detection by regular sensors, making it considerably extra harmful to strategy them, not understanding whether or not an everyday patrol is passing by means of, or the place summoned reinforcements could also be lurking. Cogmind can see by means of the masking if utilizing their very own Lively Sensor Suite, FarCom, or a related RIF capacity, however these are particular choices many builds gained’t essentially have entry to or need to make the most of and due to this fact have to think about the specter of masked enemies if counting on sensors (builds not utilizing sensors anyway merely gained’t care about this side :P).
cogmind_heavy_class_destruction_sensor_reveal

Destroying a Heavy right here reveals what their sensors had been masking.

Right here it’s essential to carry up a number of of the QoL mechanics that spherical out the Heavy expertise.

Initially, as quickly as Cogmind enters the Heavy’s lively sensor vary, its actual place is revealed on the map. That is essential for steadiness, since projecting their location lets gamers plan for find out how to strategy or traverse the world, in the event that they need to in any respect. Heavies are enjoyable challenges, however could be quite a bit much less so in the event that they didn’t reveal their location! This sort of mechanic additionally logically falls according to the thought of “lively scanning.”

Heavies don’t simply pop into view, both, as an alternative animating their full sensor vary round them on the map as a outstanding warning.

cogmind_heavy_class_active_sensor_array_warning

Heavy Lively Sensor Suite AOE warning animation.

 

cogmind_heavy_sensor_range_recall

Holding the cursor over a identified Heavy will even recall that vary for reference.

One other essential piece of information clearly telegraphed to assist planning is the timing of related squad dispatches, which we’ll get to additional under.

Summoning

Tangling with a Heavy, and even passing close by, is trigger for concern as a result of it’s arduous to make sure simply how far such an encounter may escalate (except you’re actually assured in your ways). In any case, they’re going to name for assist, which suggests extra enemies, extra hazard, extra alert (additionally extra loot, for gamers into that sort of salvage!).

There are literally two sorts of reinforcements accessible, the primary being these despatched out to seek for the supply of the sensor blips, and one other which the Heavy calls to its aspect as quickly because it comes below assault. Heavy conduct is somewhat in contrast to different fight bots: since it may possibly depend on allies to go after potential targets whereas it holds its floor, it due to this fact doesn’t must chase them down by itself, however may additionally need extra safety able to reacting to seen threats in opposition to its place. This mechanic makes it extra harmful to assault a Heavy with out absolutely committing straight away, since there will certainly be one other squad arriving to fortify the world sooner or later. This “shut protection squad” consists of extra typical front-line fight bots, totally different from the categories despatched after enemies (like Cogmind) detected on sensors. (Like most different requires reinforcements, the Heavy can be jammed with a Transmission Jammer, which once more they occur to additionally use themselves so grow to be a supply for a second sort of salvage that’s helpful in opposition to them.)

Notice that not one of the reinforcements summoned by a Heavy truly go after a selected goal till they spot one, they’re simply despatched in to strengthen the world, emphasizing the world denial side by growing hostile bot density within the native space.

No matter the kind of dispatch, all of them are introduced, and within the case of reinforcements focusing on sensor blips, they’ll even specify the kind of squad despatched out as a result of Heavies don’t react in the identical technique to each sign!

cogmind_heavy_sensor_reinforcements_announcement_cutter

This Heavy is looking in… Cutters?!

Over time Cogmind has been trending in direction of extra dynamic responses to totally different play kinds, particularly the numerous distinction between quick and sluggish participant builds. Thus a Heavy that detects an unknown high-speed bot on their sensors is extra more likely to ship out quicker bots to intercept it, or if the goal is sluggish it’s higher to name in slower bots carrying heavier firepower.

The bot of option to go after sluggish targets? Specialists.

Specialists

Specialists are an uncommon case in Cogmind, comparatively underused regardless of falling below the “frequent” (non-prototype) fight bot umbrella. They might generally be present in Garrisons or hooked up to assaults, however in any other case weren’t part of common patrols/reinforcements/investigations, no less than not till now 🙂

There have been additionally solely three variants and that wouldn’t do for reinforcements meant to assist Heavies throughout a lot of depths and situations–simply not sufficient selection and too predictable when it comes to their capabilities. We’re going to wish extra variants, so I greater than doubled it to seven.

Specialists additionally obtained distinctive depth-spawning guidelines, made attainable on account of being the one bot with a distinct variant for each stage on which they could seem, and fascinating particularly as a result of distinctive nature of their loadouts. Not like different bots which have constant loadouts throughout all their variants (e.g. all kinetic weaponry and related supporting elements), every Specialist has a principally distinctive loadout apart from the frequent theme of “legged fight bot,” constructing round a distinct injury sort or fight model. And in contrast to different bots which use the identical predictable variant at every depth (the very best one rated at or under that stage), Specialists at the moment are chosen randomly from amongst any variants at, instantly above, or instantly under, the present stage. So there are as much as three prospects for a given squad. (A single squad of Specialists will all be the identical sort, nonetheless, to keep away from mixing them and making them arduous to visually distinguish throughout an engagement–Cogmind the sport is generally supposed to have predictable enemy loadouts identified purely by taking a look at a robotic’s ASCII on the map and not using a must additional study particulars when you’re aware of them from earlier runs.)

cogmind_robot_variant_distribution_sample_specialists

Pattern chart exhibiting how some class variants are usually distributed by depth, and the way that compares to Specialists. Discover the overlap, extra simply seen utilizing the visualization. (“Stage” 1 refers to -10/Supplies, and goes up from there to -1/Entry which is equal to stage 10.)

As you possibly can see above, Specialists could spawn barely OOD (out-of-depth, giving entry to higher loot should you take them down!), and even barely weaker, and this strategy is ideal for the job right here with regard to Heavy reinforcements since you possibly can’t make certain what the variant can be, and due to this fact not precisely positive whether or not or not it’s a variant you’re higher outfitted to cope with. This once more makes hanging round close to Heavies a bit riskier, or no less than extra attention-grabbing 🙂

These distinctive choice guidelines apply to all Specialists wherever they could seem, that means they’re additionally good for convoy protection variability, since these could also be accompanied by Specialists, too, in addition to Garrison interiors.

However Specialists definitely aren’t going to chop it in the case of chasing down quick movers–for that we now have Cutters!

Cutters

Wow, all these years with none new frequent 0b10 fight courses and now we have now two without delay! I’ve added a second class of bots particularly to play a supporting function for Heavies, aiming to offer quicker participant builds extra of a problem with this one. For somewhat flying bot it positive took some time to place these guys collectively, involving a variety of recent elements and a number of new AI options.

cogmind_cutter_class_tile

Cutter class tile. The ASCII model is a lowercase ‘c’. (Picture initially put collectively for one among my YouTube movies on this subject :P)

In fact if you wish to catch quick targets you most likely need to be quick your self, so the Cutter class is blazing quick, or no less than may be. To perform this it’s the primary AI able to selectively toggling overloadable flight items. Cutters usually transfer at their propulsion’s base velocity, however as quickly as they’ve a identified enemy they’ll overload and chase at a velocity that solely the quickest builds would be capable to outrun.

In designing robots there’s all the time the essential consideration of what gamers will do with the salvage, so on this case as a result of I didn’t need Cutters to be a dependable supply of extensively fascinating overloadable flight propulsion, I had so as to add a brand new set of elements with their very own drawbacks. Enter “Surge Thrusters,” a somewhat totally different form of flight propulsion which whereas overloadable and fairly quick, additionally has increased integrity and protection, decrease mass assist, and burns out quicker than the same old overloadable airborne prop. Surge Thrusters can theoretically be helpful in a pinch or as a part of some particular methods, however the common flight construct will move.

One more reason Cutters want velocity is that they’re primarily melee fighters that want to really shut the hole with targets earlier than being blasted to bits. They’re constructed round a noticed, which sounds as scary as it’s with its very excessive slashing important impact. Possibly one isn’t too unhealthy, however having a number of of those bots racing in direction of you may be fairly scary and trigger for emergency measures.

cogmind_ascii_art_beta11_saws

A spread of noticed variants created for Cutters.

Cutters even have a single-fire ranged possibility they’ll use on first sighting a goal, one which additionally concerned including a brand new mechanic: AOE knockback.

Explosions in Cogmind don’t usually transfer bots, since as neat as that may be it will additionally make utilizing them (or having them used in opposition to you) much more chaotic, additional interfering with the planning that goes into the tactical positioning behind success throughout Cogmind encounters. However this can be a particular case the place we are able to make an exception since that’s a part of the intent…

The primary utility of this mechanic is the Cutter’s short-range “Concussive RPG,” which is difficult to goal and doesn’t inflict a lot injury, however knocks targets away from its origin to disorient them, and as a result of poor focusing on the projectile could possible even miss and will knock a goal again nearer to the Cutter’s place!

cogmind_concussive_RPG_AOE_knockback_demo

Firing a fundamental Concussive RPG. Extra highly effective variants have extra important knockback results.

The RPG projectile itself (not the ensuing blast) can also be the primary in Cogmind to do ranged affect injury, which can also be fairly scary for flight gamers because it’s extra more likely to smash fragile techniques, though truly scoring a direct hit on an evasive goal with such an inaccurate weapon isn’t very possible.

Once more with the salvage concern, we are able to’t actually have gamers repeatedly firing a reliably accessible AOE knockback weapon like this, therefore a part of the rationale behind its design as a single-use disposable launcher, although this strategy additionally occurs to be extra applicable for Cutters themselves anyway since their precedence is clearly to minimize issues 😀

This a part of their loadout required but extra new AI conduct tweaks to allow them to successfully use a disposable launcher and swap weapons when applicable, along with taking particular care to keep away from firing whereas too near a goal, or with different Cutters close by, lest it grow to be straightforward to cope with a complete squad of those by letting them get in your face and tanking the primary shot so they only kill themselves 😛

The Cutter design was impressed by the Striker prototype, which additionally has a two-weapon design based mostly round firing a number of pictures of its Compact Linear Accelerator at lengthy vary earlier than quickly advancing to have interaction a goal with its Plasma Lance, although internally the Striker was a lot simpler to deal with since there’s no AOE impact to think about, and getting them to change weapons was as straightforward as ensuring they’d run out of matter to fireplace their accelerator after X pictures. (Strikers are equally an anti-fast-bot design, although a lot beefier and never fairly that quick.)

The place and the way steadily these new Heavies seem is an important a part of how efficient they’ll be at making exploration extra attention-grabbing. Too few and so they don’t add any of that significant and difficult space denial impact, too many and that may be an issue because the thought is that there are often imagined to be methods to bypass them if desired/obligatory (although once more this generally comes on the threat of being pressured to do one thing else dangerous–hard to say!).

Heavy presence isn’t actually a factor till the mid-game. Early-game maps are comparatively small by comparability, so solely a pair maps down there comprise a single Heavy. There and even on into the mid-game you may even go a couple of flooring with out ever seeing one relying on how a lot you discover. Extra importantly, inside a single map a number of Heavies is not going to be stationed close to each other, since as one can think about even simply having their sensor ranges overlap may theoretically be an extremely harmful place the place a number of reinforcement squads may converge extra rapidly than standard.

By way of bot quotas, Heavies had been not included as uncooked additions to the unique inhabitants of every map. As a substitute they’re changing a number of the Sentries initially stationed on a map, and equally guard junctions or exits (however not particular person rooms like Sentries may).

Heavies are often positioned in high-value junctions, doubtlessly giving them a very good vantage level for conserving watch over lengthy corridors to make greatest use of their visible vary and heavy cannon, or no less than a place linked to a number of paths from the place it is smart to intercept hostile indicators.

cogmind_factory_junction_rating_sample

Native map junctions labeled with their relative worth (see “Need Paths” for a Robotic World for extra about junctions). Discover how the highest-rated junction on this are comprises a Heavy (‘H’), whereas two others are guarded by Sentries (‘Y’).

Heavies may additionally sit proper on an exit–good luck circumventing that one in case your aim is that specific exit! (simply kidding, there are many methods accessible, however naturally this complicates issues)

cogmind_heavy_class_distribution_sample_with_sensors_factory6

Pattern default Heavy distribution on an earlier Manufacturing unit map (-6), with circles representing their lively sensor vary protection. Not too unhealthy right here, as there are clearly many different non-compulsory paths, and these two could by no means even be seen in any respect relying on Cogmind’s route. Each of those are guarding junctions somewhat than exits.

 

cogmind_heavy_class_distribution_sample_with_sensors_factory5

One other Heavy distribution map together with sensor protection, this one a -5/Manufacturing unit format with considerably increased Heavy density. These additionally occur to be solely guarding junctions.

 

cogmind_heavy_class_distribution_sample_with_sensors_research3

This Heavy distribution state of affairs on -3/Analysis could possibly be a bit extra problematic, not unlikely on Analysis maps since they are typically extra maze-like and have extra bottlenecks. Being pressured to move close to or instantly have interaction a Heavy is extra frequent within the late sport. The Heavy stationed on the prime there may be guarding an exit to the following depth.

Discover how not one of the Heavies are too shut to 1 one other, and there are methods round them however they stand as obstacles on some paths.

An exception to rule guaranteeing every Heavy has its personal mutual exclusion zone is a brand new 0b10 occasion meant to additional boost the primary complicated: Safety rotation!

cogmind_security_rotation_announcement

ALERT: Heavies on the transfer!

Occasionally Complicated 0b10 will name for a safety rotation, through which all Heavies will cycle to one of many different Heavy places (and coincidentally any Heavies discovered to have been destroyed because the final rotation could also be changed by a brand new one dispatched earlier than lengthy).

Whereas this will create additional hazard within the type of a strong bot on the transfer, and much more so when a couple of Heavy may be shifting by means of the identical space (!), it may also open up a window of alternative to slide by means of an space beforehand overseen by a Heavy.

In fact it additionally helps that you would be able to all the time see them whereas they’re participating in a rotation, as a consequence of their lively sensors, thereby making planning a route previous them, or evading their strategy, that rather more attainable even with out your individual sensor knowledge. From a design standpoint that is one other a part of their enchantment, giving gamers a important piece of data wanted to assist face a problem, with out fixing your entire downside.

Other than the above predetermined protection factors, Heavies additionally star in Complicated 0b10’s new cargo convoy interception response talked about within the earlier submit, the place “Entry Lockdown redirects Heavy bots posted at junctions to exits throughout the map, and if obligatory calls in extra Heavies to defend another unprotected exits.”

Normally gamers are loving the addition of a Heavy class, as its serving to boost the primary maps by making them much more dynamic and difficult on an intermediate stage we didn’t actually see earlier than. We’ve all the time had “low-level” stationary enemies and roaming patrols that require LOS on a goal (or a corresponding alert) to go after it, and “meta-level” extermination and assault dispatches with correct long-distance monitoring, however nothing fairly like Heavies, occupying an area in the course of that spectrum within the type of an enemy that may use sensors to extra successfully management a complete space.

I’m actually pleased with how they’ve turned out!

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