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IDProjectCategoryLast Update
0012791Bionic DuesBug - GameplayOct 1, 2013 10:38 am
ReporterMisery Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.927 
Fixed in Version0.929 
Summary0012791: Impossible missions can be generated in early game
DescriptionAn example is a mission that I just did: I encountered a very long corridor... probably at least 40 tiles long, with no width. At the end of this was a whole bunch of nasty things, mostly consisting of Leaders and DoomBots. No possible strategy can defeat the bots in the corridor there, partially due to the simple fact that taking down earlier Leaders/Doombots and TeslaBots ate pretty much all of the ammo I had. Not only that, but I had to sacrifice one exo to get at all within range of some Teslabots, which got stuck behind barrels that had spawned in that corridor. There was no way to avoid their shots at all. They totally outranged even the sniper, and cannot pass the barrels. And finally, at the end of the corridor was about 9 bots in a line, mostly consisting of more leaders and Doombots, and a couple of Teslas. No strategy at this point could defeat these. There simply wasnt enough to throw at them, and by the time the Teslas were detected they were already well within firing range. Had no stealth left at this point.

I've encountered this issue two times before, where it'll create a situation that an early-game player with no useful items cannot possibly get past, and there's no way of knowing when this will happen, since it can happen in any mission type. Often, this is due to a simple lack of ammo, or being unable to get within firing range of something without taking hits, since even the Sniper has limited range at this point in the game.

This really is only possible in the early missions, when the player is low on ammo and potential damage dealing due to lack of items. After a few missions, this stops being a problem. It's not a super common problem, but it happens often enough to definitely be an issue.

A related thing is that corridors that long probably shouldnt be made at all, since it can very easily make this happen. It doesnt necessarily make the missions impossible, but it can create those situations of taking guaranteed hits regardless of what you do.
TagsNo tags attached.
Internal WeightNew

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Chris_McElligottPark

Oct 1, 2013 8:12 am

administrator   ~0034371

Hmm. This is also only something that can happen on expert mode, since the first missions are scripted out in terms of what bots they use for all other difficulties. For expert mode, I'm tempted to chalk this up to "sometimes the RNG hates you." Thoughts?

Misery

Oct 1, 2013 10:05 am

reporter   ~0034373

What I notice with this issue is that it only really can occur within the first 3 missions or so; after that the player has enough parts to generally get at least enough upgrades so that even if it's seeding DoomBots and one of the buffing bots, or other similar kinds, they can still get through it if they're careful enough, with a bit of additional ammo and damage. The more I think about it the more it's an issue not of the level layout but more about the types/numbers of bots. I ended up running into pretty much the same selection of bots in a level with similar layout 3 missions later, but that time it was doable as I had enough ammo.

You could possibly lower the number of bots a bit for the first couple of missions, or bar certain types from showing up. Just lowering the numbers a bit seems the best idea though.

Chris_McElligottPark

Oct 1, 2013 10:37 am

administrator   ~0034377

Reducing the number of enemies in a way that would actually work in all cases would be really tricky, so I'm opting for just not smashing you with certain bots too early:

* DoomBots no longer seed before there are only 45 days remaining.

* LeaderBot, CommandBot, MastermindBot, and TeslaBot no longer show up before there are only 47 days remaining.

Thanks!

Issue History

Date Modified Username Field Change
Oct 1, 2013 4:48 am Misery New Issue
Oct 1, 2013 8:12 am Chris_McElligottPark Note Added: 0034371
Oct 1, 2013 8:12 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 1, 2013 8:12 am Chris_McElligottPark Status new => feedback
Oct 1, 2013 10:05 am Misery Note Added: 0034373
Oct 1, 2013 10:05 am Misery Status feedback => assigned
Oct 1, 2013 10:37 am Chris_McElligottPark Internal Weight => New
Oct 1, 2013 10:38 am Chris_McElligottPark Note Added: 0034377
Oct 1, 2013 10:38 am Chris_McElligottPark Status assigned => resolved
Oct 1, 2013 10:38 am Chris_McElligottPark Fixed in Version => 0.929
Oct 1, 2013 10:38 am Chris_McElligottPark Resolution open => fixed