Finally got the chance to play out a Base Defence mission. Unfortunately, I think it had a bug because it neeeeever endeeeeed! I killed the last Siren, then searched the entire base – twice – looking for that elusive last Crabbie: but I never found it. Eventually, I quit the game.
I have to say, I know this is a bug, but this is the point at which you would have lost me if this was a real campaign. Hunting that last frickin’ Crab hiding in the corner is tedious in the extreme, and takes a lot of fun out of the game – especially when you can’t find it.
FEEDBACK ON BASE DEFENCE MISSION:
I was oddly disappointed that it didn’t feel more different than a standard Haven Defences, and I think that’s because there are too many spawn points. This makes it much the same as any other mission, where you are running around fighting multiple fires, rather than feeling like the Defence of Pelham 123, which is what I was expecting.
It will also take a lot of player agency out of Base Building in the final version of the game. What you want is for players to feel that they have meaningful choices when building their bases with defence in mind – do I put the Sick Bay near the entrance, where it’s more likely to get attacked, or do I expose my Lab/Stores/[insert most important room here]? You want them to feel like they have their backs to the wall as they fall back under pressure, taking up new positions at the next choke point which they have designed into the base, to help defend it. Random spawn points in any old room removes all of that agency from the base-building game and makes what room you build where a completely meaningless choice.
• Don’t have multiple breaches. Limit the Crabbie entry points to the Main Entrance, the Hangar and rooms on the Map Edge only. I’d advocate giving these different spawn chances as well: Main Entrance 100% chance of 1-4 Crabbies entering every turn; Edge Rooms 25% chance of 1-2 per turn & Hangar 1% chance of 1 Crabbie dropping in increasing by 1% per turn, as the Crabbies hunt for the hidden hangar doors.
• Now make rooms on the Map Edge cost half as much to build as rooms actually inside the mapgrid. Immediately, you are presenting your players with a tradeoff between building fast & cheap or building slow but safe.
• What this should do is present the players with a tsunami of Crabbies storming the main entrance, forcing the Squad to fall back to secondary and tertiary defensive standpoints as they get overwhelmed by numbers. At the same time, they need to worry about breaches in any Edge Rooms they’ve constructed; and they’re presented with the choice of risking that no Crabbies will find the hangar doors or pulling defenders from the gate to cover a possible outflanking incursion from behind.
Immediately this feels more like a ‘defence’ rather than another ‘runaround and shoot Crabbies before they mess up the paintwork’ mission.
Fix the ‘Last Crabbie hiding in the corner’ bug asap. Seriously guys, it really ruins an otherwise excellent game.
Hope that helps