05-02-2017, 02:00 PM
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:
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:
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.
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.
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:
- Skip much of the starting stage as it very quickly grows and takes down everything in it's way
- Induce more panic among the very nearby crew and perhaps get some tasty snacks
- Survive that one flamethrower guy that comes in half a minute in that prepared for the apocalypse the first minute of the game.
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.