To somewhat curb the frequency of epic waves, a overhaul/rework of the wave generation might be needed. With this, most waves will now be independent on minibosses for these to be difficult.
Here’s my suggestion.
I(A) - Classify both enemies and restrict enemy class that appear on every wave. These will be classified internally.
Enemies are classified into there categories (based on my experience):
- Normal - only shoots downward on its attack. Can appear in any wave without restriction.
- Periodic - attacks periodically.
- Random - shoots at random directions (360°)
- Aim - aims at the player on its attack.
- Proximity - has an atttack that blocks the player’s path/reacts on players movement.
- Counter - triggers an attack when hit or killed.
- Miniboss - takes more time to kill than normal breeds and has more difficult attack patterns.
- Quasiboss - takes more time to kill than a miniboss and has much more difficult attack patterns. This doesn’t exists yet and some suggestions might actually belong on this group.
Enemies like Cowards and Slobs shouldn’t appear on Pulsating/Palpitating Grid as this wave will now restrict miniboss, quasidoboss, counter and aim class enemies to appear.
Note: Some waves has special positions where specific or more difficult enemy classes are placed. These positions are immune on enemy class restriction. And to be honest, minibosses and quasibosses should only appear on these positions. Examples are Three-Ring Circus, Dazzling Coordination and Chickenaut Quartet (Wheel of Fortune still has its restriction).
Alternative classification by @EmeraldPlay
I(B) - Instead of classifying enemies, a survey can be done asking users what breed shouldn’t be allowed in a specific wave.
II - Classify what % should each breed appear. For example, a Coward breed will only appear on at least 60% difficulty. It shouldn’t appear on a mission that has 50% difficulty on max unless SSH (or the like) is equipped.
III - % Difficulty determines the probability of an enemy to attack and the speed range of their projectiles fired. This will probably remedy the perception that much faster bullets are easier to dodge and slower bullets.
- On 0% difficulty, there’s a chance that a chicken will attack within 30 seconds at 10 to 15 unit speed.
- On 50% difficulty, there’s a chance that a chicken will attack within 20 seconds at 8 to 20 unit speed.
- On 100% difficulty, there’s a chance that a chicken will attack within 12 seconds at 6 to 25 unit speed.
Figures are of course not on scale and only give examples of application. Equipped difficulty will no longer increase projectile speed but rather its speed range.
IV - Wave variations should be classified as a single wave itself, which changes defending on difficulty equipped. Example: Palpitating Grid will appear instead of Pulsating Grid on SSH.
This can be applied much, much later on Early Access as there’s still many enemy types that might be added on the game, either suggested by users or even provided by iA himself.
Suggestions and objections are appreciated. I might be wrong on some, most or even all parts. :flop: