Basically what the title says.
For the most part, it seems like the Henpire’s just throwing everything they have at us without giving it any thought whatsoever.
Some waves are too easy, some waves are too hard. Enemies are often distributed in irregular or random patterns, sometimes they don’t even seem like they belong in a particular wave.
OCD has left the server
Also, on more difficult missions the game simply gives up at some point and spawns a wave filled with only Chickenauts/Chick Gatling Guns/Egg Ship Chickens, which is usually impossible to beat without dying or using superweapons.
Some waves are simply unbalanced because either they have too many enemies or the enemies that spawn in them are way too strong (for example, the Chick Gatling Guns in the Technological Advances wave).
Basically, the RNG has way too much freedom right now. There have to be limits on how many times a certain enemy type can appear in a wave, and in what positions it can appear depending on the difficulty.
While it’s fine that we’ll have some harder waves, this doesn’t feel like the right way. For example, with the Technological Advances wave, on higher difficulties you could increase the number of UFO Chicks, replace them with UFO Chickens, or maybe have both types of enemies spawn. You could also tweak how often they can attack. Instead of just letting the RNG spawn enemies clearly too strong for the wave.
I know you’re aware of most of these problems but I just wanted to point them out.
Bosses are also kinda all over the place right now. Some of them seem too strong (like the Mother-Hen Ship, as the shell for whatever reason seems like a massive damage sponge now) or too weak (like Henterprise). So I have a couple of ideas:
The bosses keep their health values from the episodes. The only bosses that will have their health values changed are The Egg Cannon and Henterprise, which will be nerfed down to 750000hp (though imo the first U.C.O should also be buffed to 30000).
If the exact same boss is encountered more than once in the episode (so basically the Sweater Chicken and Henterprise), only the last one should be included. Different variants of the same boss are fine (like the U.C.O.s or the Space Crabs). That’s not really a necessity, I just don’t think we need to have more than one encounter with a boss.
(I don’t know how exactly this works currently, so I apologise if something like this is already implemented.) Each one of the eight mission difficulties is given a pool, which contains bosses within a certain health range (though they can be moved to different pools if they’re considered to be too easy or hard). Along with it, the mission can also take bosses from adjacent difficulties (so a difficulty 4 mission can also take bosses from difficulties 3 and 5), to make sure bosses don’t repeat too often.
Currently weapon upgrades are rather simple: each level increases the starting firepower by 1 (and up to 8). However, I’d say that makes them a bit too strong for the easier missions. This would be especially noticable after the Revenge of the Yolk bosses are added, since a lot of the early ones are rather weak compared to their counterparts from the 2 later episodes.
Instead, I’d like to propose the following weapon upgrade system.
There will be 8 upgrades just like now, but they’ll be split into 3 types.
- Starting firepower. There will be 3 of them, each next one with an increasing price tag. This will bring the maximum starting firepower of a weapon down to 3.
To make these upgrades useful on higher difficulty missions too, the charity bonus should disregard these upgrades and treat the player as if they still started with 0.
Damage modifier. There will be 4 of them, each with an increasing price tag. The modifiers will be x1.10, x1.15, x1.20 and x1.25.
A unique, weapon-specific upgrade. This is the most expensive upgrade, which should cost about 50% of the stock weapon’s price. It affects each weapon differently. For example, the Lightning Fryer could have an increase in rate of fire over time, the Corn Shotgun’s pellets could pop after travelling a certain distance, increasing damage at longer ranges etc.