User:Splee: Difference between revisions
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= Wave Defense = | = Wave Defense = | ||
'''Wave defense''' is a scenario sharing the common Freeplay goal of surviving long enough to launch a rocket, but with a faster start and angrier biters. | '''Wave defense''' is a [[Game modes and options|gameplay scenario]] sharing the common Freeplay goal of surviving long enough to launch a rocket, but with a faster start and angrier biters. | ||
Players receive a generous array of starting equipment, a [[rocket silo]], and a basic defense perimeter. All technologies start unlocked: research is unnecessary, science packs cannot be crafted and there is no research menu. Equipment, buildings and other items all have the usual [[crafting| crafting costs and mechanics]]. Killed players can respawn | Players receive a generous array of starting equipment, a [[rocket silo]], and a basic defense perimeter. All technologies start unlocked: research is unnecessary, science packs cannot be crafted and there is no research menu. Equipment, buildings and other items all have the usual [[crafting| crafting costs and mechanics]]. Killed players can respawn. The scenario is only lost if biters destroy the central rocket silo, which can be repaired and used but not mined or repositioned. | ||
Three difficulty levels affect perimeter size and biter enthusiasm (Easy / Normal / Hard). Wave defense does not offer adjustment of [[map generator]] settings - there is no way to adjust patch richness or use peaceful mode - but the [[rocket rush]] scenario might help serve that experience. | Three difficulty levels affect perimeter size and biter enthusiasm (Easy / Normal / Hard). Wave defense does not offer adjustment of [[map generator]] settings - there is no way to adjust patch richness or use peaceful mode - but the [[rocket rush]] scenario might help serve that experience. | ||
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The upgrade technologies [[Worker_robot_speed_(research)|worker robot speed 4]], [[Worker_robot_cargo_size_(research)|worker robot cargo size 3]] and [[Inserter_capacity_bonus_(research)|inserter capacity bonus 7]] are also unlocked for free (though cannot be further advanced). Full vision is also granted within the perimeter for the duration of the scenario without needing radar coverage. | The upgrade technologies [[Worker_robot_speed_(research)|worker robot speed 4]], [[Worker_robot_cargo_size_(research)|worker robot cargo size 3]] and [[Inserter_capacity_bonus_(research)|inserter capacity bonus 7]] are also unlocked for free (though cannot be further advanced). Full vision is also granted within the perimeter for the duration of the scenario without needing radar coverage. | ||
Initial defense is provided as a basic perimeter of stone walls & gates with groups of three [[gun turret|gun turrets]], all of which can be repaired / mined / etc by players. The perimeter will probably need to be reloaded / upgraded / augmented before the turrets fully expend their starting 50 [[Firearm_magazine|basic clips]] each. How long they last without attention depends somewhat on scenario difficulty level. | Initial defense is provided as a basic perimeter of stone walls & gates with groups of three [[gun turret|gun turrets]], all of which can be repaired / mined / etc by players. The perimeter will probably need to be reloaded / upgraded / augmented before the turrets fully expend their starting 50 [[Firearm_magazine|basic clips]] each, get chewed apart, or both. How long they last without attention depends somewhat on scenario difficulty level. | ||
== Biters attack at night == | == Biters attack at night == | ||
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Each night, biters will form attack groups and path towards the silo. Their aggression will increase based on the day count within the scenario, which follows the [[Time#Days|same ~7 minute structure]] as Freeplay and is indicated in the top left (by default). Biters and spitters still alive during a subsequent day will just keep on biting and spitting. | Each night, biters will form attack groups and path towards the silo. Their aggression will increase based on the day count within the scenario, which follows the [[Time#Days|same ~7 minute structure]] as Freeplay and is indicated in the top left (by default). Biters and spitters still alive during a subsequent day will just keep on biting and spitting. | ||
Pollution is not enabled and will not incur aggression, but biters will retaliate as usual in response to visits from a player, close military buildings, being shelled by artillery, etc, regardless of time of day. The attack waves also evolve much faster than Freeplay, with [[Enemies#Biters|behemoth biters]] typically appearing around the two hour mark. Nests closer to the perimeter will be more enthusiastic about forming nightly attack waves. In addition to reducing | Pollution is not enabled and will not incur aggression, but biters will retaliate as usual in response to visits from a player, close military buildings, being shelled by artillery, etc, regardless of time of day. The attack waves also evolve much faster than Freeplay, with [[Enemies#Biters|behemoth biters]] typically appearing around the two hour mark. Nests closer to the perimeter will be more enthusiastic about forming nightly attack waves. In addition to reducing nocturnal attack pressure, killing nests and worms awards points which can be spent on upgrades: | ||
*Biter or spitter nests: 250 points per nest kill | *Biter or spitter nests: 250 points per nest kill | ||
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== Scenario victory == | == Scenario victory == | ||
Launch a rocket! A satelite is not required. Don't let the silo be destroyed. That's it. | Launch a rocket! Manufactured the normal way from [[Rocket control unit|control units]], [[rocket fuel]], and [[low density structure]]. A satelite is not required. Don't let the silo be destroyed. That's it. | ||
Afterwards you can keep building, but attack waves will cease and you'll be unable to purchase further upgrades. | |||
== History == | == History == |
Revision as of 23:15, 4 November 2021
Splee also sometimes puts speedruns on Youtube.
Otherwise, this is an area for drafts - currently wave defense, maybe soon rocket rush. Needs pictures. Does a scenarios category even exist, and should it?
Wave Defense
Wave defense is a gameplay scenario sharing the common Freeplay goal of surviving long enough to launch a rocket, but with a faster start and angrier biters.
Players receive a generous array of starting equipment, a rocket silo, and a basic defense perimeter. All technologies start unlocked: research is unnecessary, science packs cannot be crafted and there is no research menu. Equipment, buildings and other items all have the usual crafting costs and mechanics. Killed players can respawn. The scenario is only lost if biters destroy the central rocket silo, which can be repaired and used but not mined or repositioned.
Three difficulty levels affect perimeter size and biter enthusiasm (Easy / Normal / Hard). Wave defense does not offer adjustment of map generator settings - there is no way to adjust patch richness or use peaceful mode - but the rocket rush scenario might help serve that experience.
Wave defense can be played single player or multiplayer with a team.
Starting equipment
At the beginning of the scenario (and every respawn) each player receives:
- Modular armor equipped with 11 solar panels, an exoskeleton, personal battery, and personal roboport MK2
- 10 construction robots
- A submachine gun with 40 magazines
- A shotgun with 20 shells
The following equipment is supplied in two chests below the silo:
- 600 transport belt, 40 underground belt, and 40 splitters
- 1 offshore pump, 10 boilers, 20 steam engines, 200 pipe, and 50 underground pipe
- 50 burner inserters, 100 each of inserters, fast inserters, and long handed inserters
- 50 each of small & medium electric poles, 15 big electric poles, and 10 substations
- 50 burner mining drills, 50 electric drills, 35 stone furnaces, 20 steel furnaces, and 8 electric furnaces
- 50 assembler 1s, 20 assembler 2s, and 8 assembler 3s
- 10 pumpjacks, 5 refineries, and 20 chemplants
- 8 gun turrets, 50 walls, 20 repair packs, and 20 lights
- 200 iron plate, 200 copper plate, 250 cogs, 200 electronic circuits, and 200 steel plate
The upgrade technologies worker robot speed 4, worker robot cargo size 3 and inserter capacity bonus 7 are also unlocked for free (though cannot be further advanced). Full vision is also granted within the perimeter for the duration of the scenario without needing radar coverage.
Initial defense is provided as a basic perimeter of stone walls & gates with groups of three gun turrets, all of which can be repaired / mined / etc by players. The perimeter will probably need to be reloaded / upgraded / augmented before the turrets fully expend their starting 50 basic clips each, get chewed apart, or both. How long they last without attention depends somewhat on scenario difficulty level.
Biters attack at night
Each night, biters will form attack groups and path towards the silo. Their aggression will increase based on the day count within the scenario, which follows the same ~7 minute structure as Freeplay and is indicated in the top left (by default). Biters and spitters still alive during a subsequent day will just keep on biting and spitting.
Pollution is not enabled and will not incur aggression, but biters will retaliate as usual in response to visits from a player, close military buildings, being shelled by artillery, etc, regardless of time of day. The attack waves also evolve much faster than Freeplay, with behemoth biters typically appearing around the two hour mark. Nests closer to the perimeter will be more enthusiastic about forming nightly attack waves. In addition to reducing nocturnal attack pressure, killing nests and worms awards points which can be spent on upgrades:
- Biter or spitter nests: 250 points per nest kill
- Small / medium worms: 50 / 100 points depending on size
Points are only awarded for destroying nests and worms. Killing biters provides no benefit other than not being killed by them, etc.
These points awards are the only way to improve weapon capabilities and mining productivity in wave defense, and are halved on Hard difficulty.
Upgrade points
Combat capabilities and mining productivity are not enhanced by research, but instead by spending points obtained from killing nests & worms. The upgrades menu can be found (by default) in the top left between the day count and admin control. Upgrade costs increase linearly for the same marginal improvement each time, and there is no upper limit to purchases. The 2nd rank costs 2x the base cost, the 3rd rank 3x and so on.
The available upgrades and their base costs are:
Upgrade | Benefit | Cost |
---|---|---|
Physical projectile damage | +10% | 250 points |
Weapon shooting speed | +10% | 250 points |
Stronger explosives | +25% | 250 points |
Refined flammables | +10% | 500 points |
Energy weapons damage | +20% | 250 points |
Laser shooting speed | +10% | 250 points |
Mining productivity | +10% | 500 points |
Follower robot count | +5 robots | 100 points |
For example the first three upgrades of physical damage weapons damage will cost 250, then 500, then 750 points. The resulting total physical damage increase of 30% ends up somewhere between researching physical projectile damage 2 and 3 in Freeplay.
These upgrade categories affect the same weapons as their researched equivalents, for example, refined flammables enhances both flamethrower turret and the flamethrower. Notable differences to researched upgrades include:
- There is no laboratory component or research time. Kill nests, get points, choose upgrades, immediately have better weapons, possibly all while still fighting.
- All ranks of each upgrade apply equally to all weapons platforms in scope - as in, the first upgrades of stronger explosives improves both landmines and rockets as well, whereas rocket damage is not normally improved until stronger explosives 3.
- Weapon shooting speed and laser shooting speed can be advanced beyond the Freeplay limits of laser shooting speed 7 and weapon shooting speed 6. Buying 22 laser speed upgrades will match the maximum fire rate available in Freeplay, then upgrades 23 and 24 will surpass it costing 5,750 and 6,000 points respectively, and so on.
- The artillery shell range & speed cannot be advanced with upgrade points. There just isn't a way to enhance artillery in Wave Defense beyond the extra range of manual targeting.
Scenario victory
Launch a rocket! Manufactured the normal way from control units, rocket fuel, and low density structure. A satelite is not required. Don't let the silo be destroyed. That's it.
Afterwards you can keep building, but attack waves will cease and you'll be unable to purchase further upgrades.
History
- 1.1.0:
- Wave defense can now only be won by launching a rocket.
- 0.18.9:
- Changed Wave defense bounty system and refactored unit spawning logic.
- 0.18.4:
- Wave defense difficulty will scale with online player count.
- Wave defense hard difficulty will give 50% less bounty on each kill.
- 0.17.10:
- When a player dies in the Wave defense, the free equipment will be removed from the corpse.
- 0.17.0:
- Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.
- 0.15.3:
- Wave defense: Units won't spawn if there are more than 500 already on the map.
- Wave defense: Added a 'Unit bounty bonus' upgrade.
- Wave defense: Added Uranium to the map.
- 0.15.2:
- Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain.
- 0.15.0:
- New scenarios: PvP and Wave defense.
(tbh not sure I caught all the changes)