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Full Version: Terra Nova: Trial against boredom
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So, a few of us did the Terra Nova Respec TF tonight. It all goes well, the usual overwhelming firepower strategy serving us well, until we got into the
reactor room. In there, you get a random number of Sky Raider waves spawning for a while as you defend the reactor core. Pretty easy, but frustrating as there
was close to a five minute gap between spawns for some reason... Then there was the last wave. We cleared it out, sat back, waited... and waited... Eventually,
we concluded that the Sky Raiders were being let out on bail, getting new gear, and flying back to try again. (Except poor Bob, who'd suffered at the teeth
of Farming Roys Imps). As we come up on 15 minutes, getting ready to find a GM, because what the hell man, Gamma suddenly runs off. A moment later, there's
a cry of 'Found a Porter!' and the mission ends.

Yet again, heroes are put through grief because of freaking teleporters that run away and hide! Knight has bad sunburn, Gen must have Cancer after sitting in
the reactor for an hour with no shielding, and Gamma and co... well, they got their powers from radiation in the first place, they'll be fine Tongue
I wouldn't mind the porters so much if they actually came back after they were healed up.

I can understand the logic behind an AI that run away when hurt, but it is frustrating beyond belief when they don't come back.
-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
I can see why it wouldn't matter in street sweeping, but in missions where they spawn in waves, I'd say it's pretty important!

CrimsonKMR

Terra VOLTA >< hehe

And yea, I've seen porters act like that. Tsoo Sorcerers would do it occasionally too
There is no coincidence, only necessity....
- Clow Reed
But hey, playing Super Hero Ball and Imp Bowling was kinda fun. Gotta do it again sometime.

(After making sure we clear the 'porters FIRST, that is.)

--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs
Quote: CrimsonKMR wrote:

Terra VOLTA >< hehe




*Snickers* Now how'd I get Nova...?
I've been thinking about that. The teleporting guys are pretty damn annoying, but then...well, annoyance
aside, they are pretty interesting to fight. At least for me, anyway. I think it adds dimension to the game. It'd be pretty boring if every enemy just
stood there and shot at you. So we've got the Sky Raider Porters, the Rikti Headmen, the Tsoo Sorcerors, and the Malta Gunslingers - have I missed any?

More generally, there's also a few enemy types that just LOVE to cut and run like scared chickens when they're almost dead. The Tsoo Ancestor Spirits
and the Circle of Thorns ghosts always run off and phase shift/invis ... the Council Warwolves run like hell too, and the wolves run fast. And so on, so forth.

And yeah, that can really add stress, particularly if you're chasing down one last enemy on a kill all or
somethin' like that. But again, I think it'd get a little stale if every enemy just rolled up to melee range and never EVER ran. I like the idea of
tactical repositioning, or the challenge of tracking a teleporter's movements. Or, say, having to mez them to root the suckers in place.

Of course, I'm also fond of Malta Sappers...from a design perspective mind you. Yeah, they kill me as much as the
next guy, but I appreciate the idea and the challenge. =)

-- Acyl
*Chuckles* Yeah, fighting them is fun, especially since Porters tend to teleport to JUST INSIDE my blasters attack range, resulting in the always amusing
'Now I'll flank him before he knows I'm her- *BANG!*' moment. It's just.... well, my back was killing me, but I didn't dare leave my
seat for a few minutes on the grounds we were expecting about four squads to come charging in any second Tongue