5 ms·
I've played combat games where you can chirp in order to lure enemies towards you. Then you're incentivized to find a defensible spot and keep mashing the "chi
by 0xDEAFBEAD 2y ago
I've played combat games where you can chirp in order to lure enemies towards you.
Then you're incentivized to find a defensible spot and keep mashing the "chirp" button so you get a steady stream of enemies.
You could remove the chirp button -- but then you're left sprinting out juust far enough that the enemy detects you, then run back somewhere defensible. Not very satisfying.
Or you can make it so enemies stream towards the player continuously, regardless of how close they are, without any trigger -- which is sort of equivalent to having the chirp button get mashed automatically. Again, find somewhere defensible and mash the attack key.
None of these approaches feel very satisfying. There must be some clever approach to this issue which doesn't run into any of these problems. A simple set of rules which leads to a large variety of combat challenges instead of a degenerate winning strategy.
- dspillett 2y agoOften (though definitely not always) you can mitigate these problems with good level design and adversary programming (or in some cases, resorting to more direct scripting for specific situations). The situation here is one of level design and player load-out – this Doom level is not intended to be encountered with only a pistol, so the only way to make progress is a way most wouldn't find fun. Though this sort of situation can be interesting if it occurs naturally though, such as a player not managing their ammo correctly for what is coming up, because here it is part of the challenge or getting yourself out of a pickle of your own mix. It can also be good if it is plot relevant. And running at the combine pistol equipped was often fun. It isn't always a situation that needs to be “solved”.