Open jdoleary opened 9 months ago
This feels like an important end-game difficulty adjustment. Maybe every 5 turns we spawn a new wave and maybe the subsequent waves are smaller. So the initial spawn will be like 20 units and every wave is an additional 10 or something
I'm cautious of this idea. It's sounds difficult to keep track of, and I'm not sure it totally solves the cooldown issue. If players are ahead of the timer, they can still stall, and if they are behind the timer, enemies spawn on their head mid-combat, which seems kind've frustrating and unpredictable. I'm also wondering if it creates enough of an endgame difficulty spike for all playstyles.
What if we used some other ramping threat or timer to encourage players to clear levels faster overall? I like the idea of a fatigue modifier that deals increasing damage each turn.
It would work similarly to poison, but would be automatically applied in the plus levels and can't be purified/contaminated/etc.
jordan 05/22/2024 3:20 PM Maybe we hold off on this for a bit, I've heard players say the + waves are already hard
What if we used some other ramping threat or timer to encourage players to clear levels faster overall? I like the idea of a fatigue modifier that deals increasing damage each turn.
I like this idea, like global threats that aren't attached to enemies. Maybe each plus level has a unique debuff? Like Timemasons debuff or what you mentioned. Thoughts?
Yeah! These could also work as runes. Maybe you choose 1 of a few bad ones at the start of each plus level. Like the old calamity system, but more integrated and interesting
Edit: Negative runes could also be tied into other systems like run options, additional modifiers, multiplayer scaling, risk/reward or cursed events, shop gambling, etc. I like that a lot.
...when the entire current wave is dead because players can just kill time to reset their cooldowns.
https://discord.com/channels/1032294536640200766/1032294537235812404/1208731615266607116