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Blob Edits [BLOB]
#1
As we all know, Blob is a... Gamemode. It's my favorite antagonist to be, and it's, at times, the most fun of all of them to fight. But thing is, it's rare to ever enjoy fighting them and I, as a player, have a weird definition of fun considering I play AI constantly and haven't suicided yet.

So these are some reworks to:
  • Strengthen the Blob early game.
  • Add Strategy to Blob Placement.
  • Weaken the Blob late game.
  • Give it more immunities.
So, with the fancy presentation out of the way, let's get to the ideas:

Can only have two Nucleus ever, both of which the blob starts with. They have twice the health.
This is a heavy nerf for what I am about to induce, and it has good reason: After the blob expands more than 150 tiles, it's impossible to beat because no matter how much Nucleus you destroy, it doesn't matter at that point. All that matters is blocking it from escape because you CANNOT KILL IT.

All Evopoint Upgrades are contained in a new cell called: Neuron (please get a better name I am no cell expert). This works like special tiles in that it requires a normal blob tile to be placed in. Once destroyed, the contained Evopoint Upgrade is lost. These glow to make them more notice-able. Very low health.
The Blob will generally have tons of these and protect the important ones. This gives the crew a chance to feel like their actually making a difference when they fight the blob, and adds a whole new dimension of strategy other than NO THAT'S MY NUCLEUS SHIT

New Resistance Type that prevents teleportation onto Blob Tiles. Near is fine though.
Telescience, a great enemy for any blob. This will greatly slow down telesci research to finding unblobbed walls to drop bombs on/summon people. Again, this is contained in a Neuron, so keep it safe! Also adds more strategy to Nucleus Placement, as if it's near a wall then people can get to it easier from Telesci.

Starts with two additional Evopoints.
Needs some more boost at the start. This will also add some more customization.

Starting Assistance gives that growth thing that makes random tiles grow at level 10, and attack at level 5. Starting Assistance also lasts twice as long.
This will allow the Blob to:
  1. Skip much of the starting stage as it very quickly grows and takes down everything in it's way
  2. Induce more panic among the very nearby crew and perhaps get some tasty snacks
  3. Survive that one flamethrower guy that comes in half a minute in that prepared for the apocalypse the first minute of the game.
Starting Assistance silences the blob.
This makes it so the Blob will have more time before the Crew starts the Flamers.

Cannot grow off of ally.
This makes killing blobs even harder than it already is.
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#2
if a blob is meant to be an antag that the crew must unite to defeat, then letting there be multiple blobs present at all presents deep balance/difficulty challenges, even if they cant grow off each other anymore
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#3
(05-02-2017, 03:37 PM)misto Wrote: if a blob is meant to be an antag that the crew must unite to defeat, then letting there be multiple blobs present at all presents deep balance/difficulty challenges, even if they cant grow off each other anymore

At first I was gonna just remove the Ally part, but then I realized:

One Blob is a Random Event Antagonist, The GAMEMODE is supposed to be more than just a Random Event Antagonist at the start of the game.
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#4
I personally don't find even full power blobs to be that challenging to defeat, but then again, I'm a turbo chemnerd.

I also don't like most of these changes except the nucleus restriction and the starting assistance change.
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#5
Call those neurons plasmids. They do roughly that in bacteria, be round bits of DNA that give them super powers (like antibiotic resistance) that come from random mutations or trade.

Also, if there are multiple blobs, make them fight each other. Might even let the crew ally with one blob to kill a nastier blob in exchange for not being murdered.

Also, something with Genetics, like DNA is their thing, I'm surprised they already don't have a role in it. Give the blob epilepsy and a Swedish accent.

Also, blob hive mind. Next step from overmind.
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#6
let me try to remember some of my old blob ideas

1. let the blob vocally communicate with the crew by puppeteering the vocal cords of entrapped/absorbed bodies

2. let people be cloned or at least borged if their bodies are cut out of the blob

3. let the blob deputize absorbed ppl as slime monsters like how ling can make handspider
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#7
(05-02-2017, 07:09 PM)misto Wrote: let me try to remember some of my old blob ideas

1. let the blob vocally communicate with the crew by puppeteering the vocal cords of entrapped/absorbed bodies

2. let people be cloned or at least borged if their bodies are cut out of the blob

3. let the blob deputize absorbed ppl as slime monsters like how ling can make handspider

I wouldn't say full fledged slime monsters, but they could definitely be an extra set of eyes for the blob mind, both lietrally and figuratively.

Let the blob mind create floating eyeballs at a cost that can move freely through blob tiles, and report what they see to the overmind. The crew can cut the slime trails off to strand eyes or directly attack them
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#8
i have nothing to contribute i just remembered that one time i killed a wireblob damn near as soon as he spawned cause i was a traitor det messing with telesci and heard he existed, warped 3 welding bombs onto his nucleus. 3 booms and a lot of fire later, theres silence for a bit and then just 'what' from wire in ooc. (who cares about the 4 people I killed doing this, it was worth)
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#9
Make regular blob tiles more resistant to fire/lasers but have less health in general. Give the blob the less useful evopoint abilities to begin with. Instead of dumping all the materials a blob eats on the tile and cluttering the screen, put them in special storage cells (that the crew can target) and let it and use them anywhere. Add an option to only attack the tile you're hovering over instead of everything surrounding you.
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#10
I am loving all of these ideas except the evo point thing where you can destroy them I don't like that
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#11
(05-03-2017, 09:52 PM)poland spring Wrote: I am loving all of these ideas except the evo point thing where you can destroy them I don't like that

Agree. I feel like this would weaken blobs more early game when their core is more vulnerable than late game when they have more mass (and more places to hide them).
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#12
Let them start in disposal pipes, then they grow through them for a while until they get to a certain size and burst out of the pipes. Like you're walking along minding your own business when suddenly BAM BLOB EVERYWHERE.
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#13
i was going to say that the disposal pipe bursting thing might only produce long stringy vulnerable blobs but then i remembered the incredible damage a long stringy blob has done in the past
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