cross-posted on reddit
The Trans-Coast Logistics facility (aka new lab, aka modular lab) has been released for a couple of weeks now, so I’m hoping enough players have encountered it and worked their way through it to offer some feedback before I move on to the next phase. I have some areas that I really want feed back on but I’d also appreciate input on the overall approach to these labs and any interesting stories that they have facilitated. When I began working on this set of maps, I had a lot less “tools” then in the final month or two of development (we’ve gotten a huge amount of new map tricks thanks to some great contributors), so I made some fairly pronounced changes at the very end of my work. I’ll be discussing some of those differences here and looking for feedback on if/how I need to adjust the lab before I expand on it.
This post is going to be spoiler heavy, so be warned.
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Overall design, card access areas: This lab is a big departure from the procgen placed RNG of the old labs. I’ve done away with a specific finale room in favor of vaults of varying quality and contents. It also has a static overall design. Areas are gated behind card access or brute force entry. It also has thematic areas for loot, once you know the layout you don’t need to go through the entire lab if all you want is the mutagen loots. How are you all finding this approach in general? For those that have raided multiple labs, what’s the replay-ability like?
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Too many zones? The lab has 10? separate zones requiring key-card access. There are a lot of checkpoints but that is balanced out by having the card reusable I think. Should I combine some of these zones so there are fewer key cards that need to be found?
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Card reader durability: I think they are pretty fragile and could use some feedback. It’s rare for an area to only have a single access point so I think broken readers can make runs more interesting overall, but I could be wrong.
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Finding cards: Cards can drop from bosses and be found in the lab. Low tier cards have several ways to spawn and should be pretty easy to find. I’d like some general feedback on your experiences with the cards and if it’s annoying to find them. Terminals are not an option for these type of implementation yet.
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Entrance cards & their maps: adding map reveals to the lab entrance cards, good or bad? Where are you finding the cards, can you find both types?
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Trap triggers: One of the big design differences is that the bots and automated defenses in the lab are set from the start, they don’t magically spawn because you failed to hack a card reader or terminal. There are currently 3 ways used to release defenses. I’d like input for each and I will outline how each works here since I’ve seen some incorrect assumptions related to them.
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Drones & badge system: This system is my favorite and probably the one that I will re-adapt all areas to unless I get different feedback. The drones scan the player for the appropriate ID card. If you have the card, no automated defenses are activated. If you don’t they will release the bots or other suppression measures. These bots will check you occasionally so if you drop your badge, they’ll respond accordingly (This can be quite useful for controlled bot releases for example.
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Drone durability: I set these to be very strong to discourage attacks, this doesn’t seem to be the case. People attack them regardless, so I’m not sure people understand that they aren’t a threat if you have your badge. I’m considering reducing their HP considerably but that makes the gun the answer to the labs so I’m on the fence about durability. I can look into having them appear as neutral but I don’t think neutral monsters can attack (aka scan) a player.
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Per OMT: If you enter the 24x24 overmap tile without a badge, it will trigger the trap release. This isn’t easy to identify for the player. I could post extra signs on the maps or color code these areas. I’m considering removing this type of trap trigger entirely though in favor of drones.
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RNG trap: These are randomly placed traps that you step on to trigger. Only one area uses it right now as a test. I’d like to know how you feel about these. They are the ones that give you a message about something “shifting” nearby. These trigger regardless of your badges.
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RNG lights: same as the trap but it just turns on lights. I like them and plan on keeping them, however, right now it has 2 to 3 trigger opportunities per OMT, meaning lights can “re-spawn” if smashed. I plan on reducing this to 1 tile trigger per OMT.
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Risk/Reward
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loot density: How do you feel about the loot density for normal items, weapons, and things outside the vaults?
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“finale” vaults: Instead of the finale, I’ve added 2 guaranteed lab vaults and an armory. There are chances for additional smaller armories and vaults as well that are RNG based. Have you seen the new vaults? Do you like the mutagen selection and densities these offer?
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Boss feedback: Venera3 made the bosses, I’m sure they’d enjoy some feedback on fighting them. They currently drop key-cards.
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Experiences using cards vs not having authorized access: Has anyone tried a lab run with only using badges vs. not having any badges? How were they in terms of difficulty?
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Lab Start Scenario: too difficult, too easy? I didn’t plan this as a difficult escape scenario, I wanted to give people an in lab start. I will leave future scenario additions to other contributors though.
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Lab escape experience: I didn’t design these with escape in mind, so I’d like to hear how that is working out.
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Experience with secondary runs? I didn’t want to force people to re-run the entire lab just for mutagens, so I’m curious on how people are handling runs after they get used to these labs.
Sorry for the rambling, looking forward to some input!
The next lab will expand on this one with more floors, more OMTs and those areas will be more dangerous. I’ll be making this lab more mutagen focused and the larger one will be more serum focused for rewards. Feel free to comment on that plan as well. These will be the 2 main mutagen loot labs and I have some plans for other content in different styles of labs.