#Allow controlling spawnables movement

7 messages · Page 1 of 1 (latest)

glad kettle
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Currently, when you spawn an AI controlled ally, they often tend to roam off and do their own thing, which can sometimes get you in trouble or just waste the ability/item charge.

This would serve as both a QoL and mechanic for items, and for classes with innate spawnables in their kit.

Desirably:

  • Clicking spawn button once will make the spawnable move to the designated location.
  • Holding the spawn button will instead make the spawnable Follow you. While following, they will not fire unless you fire, or are fired upon.
  • You could have the option to click once while in follow mode to change between follow types (defensive or aggressive), and use hold again to turn it off. This option could be limited to just the machine hunter and make them synergise better with spawnable items.

Graphical considerations

  • An icon next to the units name to show what mode it's currently in.
  • When telling a unit to move; have a persistent indicator in the world similar to the co-op ping indicating where it's moving to; this could be improved by having a temporary path show up on first click to show what route the unit will take (temporary being important to avoid visual clutter).
gloomy mason
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This has been a topic of discussion quite a few times indeed, especially with the Tracked Hunter Unit, Snappy. As far as I'm aware right now it is partially limited by the game's mechanics

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But for summons that are not Snappy, I don't think this should be a thing. It would give a very big window for pure summon gameplay, which is already a bit of an issue even without this ability

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Summons are super strong for deflecting aggro in most cases, and the focus of Synthetik is guns, which a summon-heavy playstyle runs counter to - because you just press a button and let the summons mop up any enemies while you do nothing but give commands behind them

glad kettle
# gloomy mason But for summons that are not Snappy, I don't think this should be a thing. It wo...

I can certainly understand that.
But you could get around it by nerfing the damage output of of summons, or reduce their lifetime and/or increase the cooldowns as most of them already do similar or more damage than the player

Machine hunter would be the best class to put the ability on, but imo any class that has a summon built in should also benefit; like the refractor orb or the stealth tracker unit (which imho should just be an always defensive follow)- the amount of times those thing just wander off to cause a sea of enemies or wiggles into a corner and there's nothin you can do about it... :x

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had another thought on the summons issue; for movable item summons specifically, reduce their effective range so it's just below that of most enemies.
This would have to cause the summon to take damage before it can fire back; effectively reducing its lifetime

stark ocean
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I don't want to have to control an additional unit in order to play optimally.