Post by SuburbanSB on Feb 12, 2015 12:24:41 GMT
I've seen a couple posts in various threads here and there suggesting challenges/challenge modes, which is much needed, including two separate threads (Any ideas I have gathered will be linked to their original owner). I felt that a thread should be made to discuss any form of challenge ideas that could be added. And just keep it under one roof... So here to kick it off with...
Challenge modes.
A separate mode away from campaign missions will act as a good middle ground for players who want destruction and death, as well as players who want to compete and be challenged.
There can be either be various different modes, or just one depending on preference of the development team.
The various modes that have been suggested are as follows;
- Bounding Box
- Blocks restricted
- Destruction
- Time Based
- Money
- Multiple Objectives
- Resource restricted
- Base Defence
Bounding Box:
As you progress through harder stages, the bounding box that you are restricted to can get crazier, and odder, forcing the player to get creative with their designs, and to experiment with what works. These bounding box shapes could be suggested, and voted on by the community allowing the dev team to focus on other aspects of the game.
Idea by zeroharker Link to thread.
Blocks Restricted:
A) At the start of each stage you are restricted by the type of blocks you are able to place, allowing the player to work around the loss of their favourite block, and creative solve the stage using a different, possibly experimental, tactic.
B) You are restricted by the amount of blocks you can place. For example, you can only place 4 wheels, 2 cannons. Or Perhaps you can only place a total of 50 blocks. If the player runs out of blocks before they can complete their machine, they would need to find work arounds, and way to cut the fat (unnecessary blocks)
Credit snailpropulsionlabs Link to thread
Destruction:
Very simple challenge, which could easily be added onto the campaign stages without effecting/restricting the player at all. This challenge involves the player to cause as much damage that is possible to any given stage. Each NPC, build, block and tree, are given a set of destruction values. Like the current campaign, there is a minimum before they are able to continue on, however, unlike the campaign they can continue to do damage to the map, and the more damage they do, the better their score. And if they are able to destroy every destructible object on the map, they are awarded "PERFECT".
The amount of destruction caused could be recorded, and placed on a leaderboard. (only if connected through steam?)
Time Based:
Another simple challenge, similar to destruction with two possibilities.
A) They have to do as much damage as possible within a set period of time (30 seconds). Or complete the objective within the set given time.
B) They have to complete any object (do x amount of damage, get to point y) as quickly as possible.
These times can then be recorded, and placed on a leaderboard for other players to compete against.
Credit to zeroharker Link to thread.
Money:
Each block/item is given a price against it, the aim is to complete the objective using the least amount of money. The cheaper the machine, the higher score you achieve. For example, to just complete the stage you need to spend less than $500, to get Silver you need to spend less than $250, and to get Gold you need to spend less than $100
This primary issue with this idea, is the time required, to balance and allocate the prices for each part, considering there are over 35, all with their own unique uses.
The money spend per player could be recorded, and placed on a leaderboard.
This system will allow players to mess around doing what ever they like without having to be restricted. Yet simultaneously, it will also allow players to put their creativity, and ingenuity, as well as any designs/ideas they've developed to the test.
Many thanks to many users for the ideas, notably from the "Money" thread -- sirenapples zodium Arlekin drhurg sanzoftime As well as others
Multiple Objectives:
Credit to Praesumo Link to thread
I am just going to direct quote, because it was so well put by Praesumo.
It should be noted that he is referring to the mechanics in angry birds. He explains how it can be incorporated in the second to last paragraph.
Every level, they give you only certain parts to work with, then you build a machine that can accomplish the goals.
On each level there are 3 goals They can be varied, and are not always the same:
- Get to the finish line (most common)
- Collect a star box (and get to the finish line)
- Find and collect the collectible (hidden only on certain maps)
- Make it to the finish line without breaking
- Complete the level in a given time-limit.
Once you complete a goal, it remembers that you have, and then you can rebuild your machine to attempt to achieve the OTHER goals.
Completing goals unlocks parts to be used in OTHER unlockable levels. So the better you are at getting all goals in the normal levels, the more parts you have to build with on the special levels. This is great incentive to go back to a level where you missed a few objectives to try to get them again.
The effect of these various goals is that you can play the SAME level many different times, without it getting tedious...because each time you play it again, you're aiming for a different goal, and you learn something new from each attempt and can go back and tweak your design.
I think Besiege could benefit from incorporating similar goals/achievements into their gameplay. This would give the game more objectives to accomplish (other than the 4 we have now: "Kill X people, destroy X structures, get to X location, transport item to X location")
I think the developers may already know this. You can see on the incomplete sandbox level various chickens are placed in hard to reach areas. I think this might be the early stages of a "get them all" challenge .
These Objectives could incorporate some of the other 'Challenge modes'
Base/Castle Defence:
Pretty simple idea, although it might go somewhat against the 'besiege' game play, of attacking and destroying stuff, however the idea is you have to defend a castle from various attacks, and must use cannons, and catapults to do so.
donpinkman for the idea found here.
Challenging achievements
There could be some very creative, and silly achievements which could be only complete in either campaign, Sandbox, and challenge modes. This will encourage the player to spend time trying to unlock these, and of course, if you get too lazy to try do them, I'm sure you'll be able to find tutorials online somewhere... All these could be community suggested, and also possibly voted upon.
Delta3D Link to thread
Challenging Stage Types
Different types of terrain
Credit to Adminus Link to thread
Vulcano Continent/Island/level Some levels where you will be forced to use fire resistance pieces cause of lava river or someting
Credit to sirenapples Link to thread
Multiplayer Based Challenge Maps
Credit to fauxgrim This is just a quick overview, for more information visit his thread: Link
Using a map creation tool, players are able to build, and submit to the community for players to test/complete. They can add objectives, or block limits. However, before they are able to submit the map, users must be able to complete the objective to prove it is beatable. Defiantly for more information visit his thread
----Place holder, see Below for the idea. ----
PLEASE do suggest any and all challenges that could be added! I'll update this post, and link to yours
There will probably be more to come, so stay tuned!
If I missed anything, let me know!
~Sub
Disclaimer; Most of these ideas are not mine, and credit goes to those with these ideas. If you do not want your idea here, PM me, and I will edit the thread accordingly.