Ansion beta 12 is finally up on server! I figured this time instead of just posting the changelog, I would make a more detailed post about where I think ansion is right now, where I think it should be going, how I think certain objectives play, or should play out, and so on. (But there will be a full changelog at the end for those who don't want to read a wall of text.)
I think this obj is pretty well made, probably the most well functioning obj the map currently has. Which kinda makes sense, as whenever I made changes to the map this was the first thing I touched, but I digress. I intend this objective to play out as a pretty straightforward objective, where defence has plenty of options to position themselves, and overall the fight between O and D should slightly favour D.
The alternate hack should be a lot harder to defend, and a hack O should always try going for. It should open up a really valuable alternate route, which bypasses the big chokepoint of the objective. I want O to think of the newly opened routes as worthwile of taking, and the changes done to this objective should reflect that intention.
- Added a launch pad near the right side O spawns.
- Moved alt route door further away from choke point.
The launchpad should hopefully mean that the far right side route will become an option (it is currently never used). And the other change is self explanatory.
(Just for clarification, by second objective I mean both red and blue stations in the second area.)
Yellow hack is making its return in this version. Before removing it I had concerns about just how well D can defend so many things at once: yellow hack, green hack, and the dish, so I wanted to experiment how it plays out when they only have to split their attention between 2 objectives. To me it felt that a crucial part of the gameplay was now missing, and overall the objectives became less fun.
However, yellow hack has undergone some serious rework:
There are 7 switches, activating one switch will also activate all adjacent switches. The goal is to obviously have all of them activated, that will complete yellow hack. The usetime for each switch is 1s, and the minimum amount of required hack is always 4, never more
to complete the hack. It is randomised at every map restart, so the order can not be just memorised and executed.
Defence can also activate the switches, but it takes 5.5 seconds for them to do so.
Concerns: it might seem that pulling this hack off during a live game could be problematic, and just too difficult to solve. However, during my tests I have found that I could always solve it within 10 seconds of trying, and more often than not, the solution is just really simple. I am also aware that D being able to hack it could complicate things, if it turns out to be bad, this will be the first thing to go. (Also D can totally open yellow hack so careful with what you are doing...)
Overall I intend this area to play out somewhat similar to cargo stations: station 1 is easy to start damaging, station 2 is hard to breach. I think currently it more or less plays out like that, although there is probably room for improvement.
- Yellow hack is now back. (the optimal hack time for yellow hack is ALWAYS 4 SECONDS)
- Slightly altered the layout.
- Reworked the hitbox of the dish.
I felt the dish had a bit clunky hitbox: it was fine to damage it by gunners but jedi had an awkward time. Hopefully this should be fixed.
I think this is the objective most people had issues with, barring last obj that has been reworked anyways. I think, however, that most of the issues stem from sticking to using 1 or 2 routes, and ignoring the rest of them. Just a reminder, gunners can also get to the other side by going up to the turret room, and rolling down onto the ship, thus ignoring the bridge.
Also, there is an armour generator at the bottom area, so when D just camps the high ground, O can fully shield up. Don't get me wrong, I'll absolutely make changes to this if it indeed ends up needing some, or there is a general consensus about it, but for now, I have decided to mostly just leave it as is. I did, however, buff the health of both NPCs, especially Alpha's, because I felt he was way too easy to kill.
- Transferred 1 hp from Alpha to Onasi to better reflect reality.
- Both NPCs got their health buffed.
- Increased the width of the separating wall between bottom and upper areas.
- The turret room has been enlargened.
- The hack to turn on refueling procedures have been decreased to 1s (down from 2s).
The change done to turret room intends to make it more convenient to use it as a means to get to the other side as well. And the hacktime decrease is a QoL change for defence: oftentimes it already took long enough to just walk to the hack panels, the 2s hacktime was a bit unnecessary.
I think this objective had one too many mini objective to complete, and that is precisely the only change I did to this. Overall I would like this objective to have 2 different parts: one should be opening the blast door, and the other one should be about getting to the Reencoder Droid. I'd also want these 2 parts to have more or less the same difficulty, which did not appear to be the case before.
- Removed the secondary hack/destructible, and the forcefield is now lowered by default.
Hopefully, with this change the objective will be more in line with what I envisioned, and just getting to the codes won't be that difficult.
Since this objective has been reworked, I'll post the changes first:
- Reworked the area.
- There are now 4 reencoder droids around the area: the first one is activated by default.
- The rest of the recall droids need to be hacked to be activated, and have activision times as well.
- The goal is still to reach the ship with the datapad.
I would like this objective to require quite a lot of teamwork, which should be the determining factor at just how quickly it is beaten by the attackers. Defence has great positioning with their spawn room I feel, so O will have to play together to outplay them. And of course, I also want this objective to be finally something fun! I think there has never been an objective like this in siege, so I'm really curious as to how it will play out.