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So, in EG1 building a trap consistsed of 3 steps:
1. Placing the trap itself
2. Building the sensor(s) that activate the trap
3. Linking the sensor(s) to the trap
It was a lot of fun to experiment with triggers and traps trying to create combos. Also it gave you more control of the whole thing, as you could synchronize traps. Short video showing this:
https://www.youtube.com/watch?v=wjqEmbzmMH8
https://www.youtube.com/watch?v=IHrUObbFO00
As for myself, I miss the sensors and manual linking, loved that part in EG1 and also found it rather unique.
While it was nice to be able to have discrete sensors for traps and create intricate links, the micromanagement needed to keep that system going seems unwieldy to me. That's more of a thing for the tech minions to worry about than an Evil Genius.
I do prefer that traps cannot be destroyed now, and that they are auto-repaired by minions. I guess a hybrid system where you could set up a discrete trigger or else just have the trap set to a default trigger might make some people happier, but I'm fine without it. The end result is the same.
Both systems allow for creative trap deployment, if that's what you want. I'm not big on traps. While they do feature in James Bond or Derek Flint, traps don't really seem to do much more than annoy super agents and kill hapless minions in those franchises. That seems to me around par for the course in the EG games as well.
One of my most frequently used trap combos is Magnet pulls past bees. Boxing glove smacks them at the magnet to push them into a wall with a freeze ray. Then fan pushes them past gas trap (skill damage) and into a bubble. Lots of skill and resolve damage.
Yeah... that's a pretty big hint something is off. It's not like Rebellion hasn't been incredibly tolerant and inclusive already. More over, there isn't any appropriate content that could very well be added to the game that highlights anything about such nonsense. If you aren't suggesting market viable DLC, it's a waste of thought. Even more so when there are strong odds this game will get Workshop access and free player mods. You have to keep those demands confined to things that could be sold as official cosmetic upgrades, controls, and features. What would most players consider actually buying?
On the flip side, traps still need to be synced up! So the complaint he is making isn't one someone who has played the game would make. The different triggers and ability to SPACE the triggers game more flexibility to play with the timing of activation so that is missed, but it's not like we can't be given a "Activation Time" slider for each trap so we can slow the activation timing down to our delight... just remember that once a unit is caught in a bumper chain, everything happens pretty darn quick. Slowing trap activation down wouldn't help very much... yet. I could see something with slowing Fan and Magnet activation. Maybe if we get more consequence-type traps like Rolling Boulders, it would be great for catching minions that are behind the combo chain.