Biter Resource Nests


Adds specialized biter nests to each resource patch in the game. In order to harvest the resources the nest must be wiped out. Each resource type has different attacks, damage, and resistances that require different approaches to each fight.

Content
2 months ago
2.0
362
Enemies Mining

i Nest Rest Dormant

a month ago

Uninstalling the mod due to balance issue:

Multiple times, at different types of nests, I have 'killed' a biter nest only to have it rest to dormant at low health or even upon reaching 0. It dies, and then resets to dormant activating it's 6k health regen. The concept of having a stationary force to overcome on each resource patch is neat, but right now the mod is to overturned to be interesting. It currently feels like these encounters are balanced around having end game equipment (personal equipment, mech suit, etc.). As I have not left Navis yet these fights are either a slog or impossible.

Currently dealing with enemies without the correct elemental damage type is an issue. Laser turrets are easy enough to get out into the field, but bullet turrets will run out of ammo unless I load up 1000s of rounds. Flamethrowers are similar issues; however, if oil bitters are the only enemy that's weak to fire that works since the oil to supply flamethrowers will always be near the engagement.

The nests rang attack is an active deterrent to building defences around the fight. They break through walls and gattling turrets in a single shot, so what should be a viable solution becomes a detriment as you end up spending more resources on replacing guns and ammo.

Suggestions:

1) Fix the trigger for nests going dormant: I can't be certain what it is right now, but changing it to a simple 10-15 minute timer would be preferable to the situation right now. The nests should not be able to reset to dormancy while actively being shot at.

2) Remove some of the ranged attacks from nests. Having one or two types of biters that deter you from building would be fine if those biters could be delt with by the player/vehicles, but fighting stone biters where you need a wall of guns to kill even one of them is impossible when your guns are also being deleted in one shot.

3) Generally, redesign the fights to take fewer resources to overcome. Look at the total amount of HP each nest and the bitters they spawn would have, and then calculate the amount of ammo/megajoules of power needed to deal that much damage. Right now it's unreasonable to bring a trainload of supplies and still run out of ammo.

a month ago

Currently there is a mod map setting to disable projectiles and also to tweak the damage each nests take. I'll probably add a slider to tweak the projectile fire rate as well later. Make sure your mod is updated because I did some pretty intense nerfing already.
Nests having too much health is a little tough to balance. Evolution changes their health pool so drastically that they can be easy or tough depending on when you get to them. I always rushed military science and went after the first few nests proactively, and never had much trouble when using gun turrets and grenades, but it does sound like it's too easy to fall behind the evolution scale. If you ever try it again let me know if tweaking the settings helped.

a month ago

@pezplease
I'm sure it shouldn't be to hard to add some kind of hard cap to your biters/nests HP pool. I can definitely see a potential softlock issue where a player runs out of iron/copper/oil and can't make the bullets and turrets necessary to capture a new mining node. This playthrough also had other modded biters (zombies/armored biters/arachnids) which I don't think was affecting the mod itself, but did mean I was already pumping a lot of resources into military equipment.

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