Posted September 11, 2018
Here's the issue...
Right now, there is zero reason to do anything about them. You just run and hide and cover for 5 minutes each time one of these annoying fuckers takes an issue with you after spawning in just three steps to your right while you are mining.
The game still tells you to "kill all sentinals to reset your wanted level" which would be really nice, if it worked like that. But killing sentinels just calls reinforcements, automagically.
<Rant>
That means, fighting is no longer an option, at all. You're utterly helpless. The only option is wasting your time.
Wasting time by constantly waiting for them to get a move on and leave before you can do shit, or wait for them to lose interest in a chase after you did anything with them around. And you will, because they just spawn in your face.
It's an annoying waiting game. No skill, no excitement, no difficulty, it's just a mandatory timer - either on screen, or imaginary while you watch it stroll around. That's mobile-gaming timer level of gameplay. Just that it's neither mobile, nor "allows" you to pay to make it go away immediately to continue playing.
</Rant>
There has to be something in between of playing creative mode, and wasting your time by constantly running away. Change it back to the interesting formula of killing them fast to reset, but having to gear up to be able to do that. At the start, you just have to run, but as you upgrade your chances get better. How about that?
What do you think?
And for a start, here's an alternative system:
On reinforcements...
- Calling: takes 3 - 5 secs (adjust as needed for balancing)
- Arrival: takes 10 - 60 seconds, depending on Sentinel activity /density on planet
1 Star (1 Drone):
- 30 secs in: +1 Star, calling reinforcements, you're a tough nut that won't die easily.
- You shoot back: +1 Star, calling reinforcements immediately. (Kill fast now!)
2 Stars (2 Drones):
- Kill one: +1 Star, remaining Drone calls reinforcements
- -> (Kill both, and quickly - grenades, maybe...)
3 Stars (2 Drones, 1 dog):
- Kill dog: +1 Star, Drones call reinforcements
- Dog at 50% health: +1 Star, calls reinforcements
- -> First kill Drones, then Dog.
4 Stars (2 Drones, 1 Walker):
- Kill walker: +1 Star, Drones call reinforcements
- Walker at 30% health: +1 Star, calls reinforcements
5 Stars (1 Walker, 2 Dogs, 1 speedy Drone):
- Kill Walker or Dog: Replacement unit is called, plus one more of same type.
- Speedy Drone hides behind others, but chases when you try to run. Kill it first before you run to get away.
- (Have fun trying to survive that, there's your difficulty.)
Geting rid of wanted level:
- A) Run and hide. As per usual.
- B) Kill them all, preventing all reinforcement calls.
After 2 Stars and up, if you do kill everything, your wanted level resets and a scout drone comes check out the area, investigating the mysterious loss. Arrival is still as described above.
- It'll net you the warning scan for being present, but not on record.
- On hostile planets, they'd attack, of course.
So on normal planets, after such an "incident" you've already been warned once, and on hostile ones you would have to either successfully kill the first, lone drone - or run.
That system would mean a single drone can both become rather dangerous, as it'll call for a friend even when you ignore it - and you can still manage one or two of them by destroying them within 3 seconds of shooting back, given the right equipment and skill. All the while, running and hiding is still an option if you can't manage.
Right now, there is zero reason to do anything about them. You just run and hide and cover for 5 minutes each time one of these annoying fuckers takes an issue with you after spawning in just three steps to your right while you are mining.
The game still tells you to "kill all sentinals to reset your wanted level" which would be really nice, if it worked like that. But killing sentinels just calls reinforcements, automagically.
<Rant>
That means, fighting is no longer an option, at all. You're utterly helpless. The only option is wasting your time.
Wasting time by constantly waiting for them to get a move on and leave before you can do shit, or wait for them to lose interest in a chase after you did anything with them around. And you will, because they just spawn in your face.
It's an annoying waiting game. No skill, no excitement, no difficulty, it's just a mandatory timer - either on screen, or imaginary while you watch it stroll around. That's mobile-gaming timer level of gameplay. Just that it's neither mobile, nor "allows" you to pay to make it go away immediately to continue playing.
</Rant>
There has to be something in between of playing creative mode, and wasting your time by constantly running away. Change it back to the interesting formula of killing them fast to reset, but having to gear up to be able to do that. At the start, you just have to run, but as you upgrade your chances get better. How about that?
What do you think?
And for a start, here's an alternative system:
On reinforcements...
- Calling: takes 3 - 5 secs (adjust as needed for balancing)
- Arrival: takes 10 - 60 seconds, depending on Sentinel activity /density on planet
1 Star (1 Drone):
- 30 secs in: +1 Star, calling reinforcements, you're a tough nut that won't die easily.
- You shoot back: +1 Star, calling reinforcements immediately. (Kill fast now!)
2 Stars (2 Drones):
- Kill one: +1 Star, remaining Drone calls reinforcements
- -> (Kill both, and quickly - grenades, maybe...)
3 Stars (2 Drones, 1 dog):
- Kill dog: +1 Star, Drones call reinforcements
- Dog at 50% health: +1 Star, calls reinforcements
- -> First kill Drones, then Dog.
4 Stars (2 Drones, 1 Walker):
- Kill walker: +1 Star, Drones call reinforcements
- Walker at 30% health: +1 Star, calls reinforcements
5 Stars (1 Walker, 2 Dogs, 1 speedy Drone):
- Kill Walker or Dog: Replacement unit is called, plus one more of same type.
- Speedy Drone hides behind others, but chases when you try to run. Kill it first before you run to get away.
- (Have fun trying to survive that, there's your difficulty.)
Geting rid of wanted level:
- A) Run and hide. As per usual.
- B) Kill them all, preventing all reinforcement calls.
After 2 Stars and up, if you do kill everything, your wanted level resets and a scout drone comes check out the area, investigating the mysterious loss. Arrival is still as described above.
- It'll net you the warning scan for being present, but not on record.
- On hostile planets, they'd attack, of course.
So on normal planets, after such an "incident" you've already been warned once, and on hostile ones you would have to either successfully kill the first, lone drone - or run.
That system would mean a single drone can both become rather dangerous, as it'll call for a friend even when you ignore it - and you can still manage one or two of them by destroying them within 3 seconds of shooting back, given the right equipment and skill. All the while, running and hiding is still an option if you can't manage.
Post edited September 11, 2018 by BlackSun
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