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10) Clump Melon Concept.
A nice and efficient way to prolong a melon-pocalypse's enjoyment factor is obviously by adding more melons, but the more you add, the closer you get to a cap where absolutely nothing can stop the swarm. It's simply too large, too fast, and most importantly, too laggy to enjoy. Incorporating a sort-of step-up principle to this could make melon-pocalypses far more interesting and allow for melons to consume and grow in far larger represented numbers without actually impacting performance that badly. My proposal is this:
A leader melon, should its swarm become large enough (according to a configurable variable), it will literally grow in size, consuming a few melons from its swarm in the process. This ties in with my previous recommendation of specifying how many leader melons can exist at a time, because only a leader melon is capable of clump-growth, meaning you also have control of how many big boi melons can exist at a time as well. You could also stack this mechanic, so that clump-leaders can conjoin with other clump-leaders and 2 swarms can combine, triggered by when a swarm grows big enough and also has a leader melon of clump-stage 3 for instance. Rather than go to clump-stage 4, it seeks out an equal or lesser clump-stage leader melon for conjoining into the next stage. A clump-stage leader melon who is shot and 'killed' will not in fact die, but simply break into (a configurable amount of) normal sized melons upon death, or perhaps spawn a regular sized melon after taking a % of damage and shrinking in a % of size proportional to how much health was lost. You could do it dynamically so it has many stages, each representing a single melon the leader has clumped with, or more cleanly so there's only 3 stages but the leader eats (and discharges when damaged) several melons all at once to reach/lose a clump size stage.
This ultimately allows for swarms to be technically larger and more dangerous directly proportional to their size without actually increasing melon prop counts and weighing further down on performance.
This would need a few additional options to ensure it conjoined with other mechanics though, such as max melons.
If the maximum amount of replicator melons is currently reached, all replicator melons can be told (via a variable toggled on or off) to cease hunting immediately and group towards a hungry leader, who will then attempt to consume some of his swarm (how many melons of said swarm would be based on a configurable variable) and grow in size, maintaining the swarm buffs, but lowering the swarm prop count just a touch. If the max melons limit is reached but there are still not enough melons in the swarm for the leader to consume any (according to the set variable), then the swarm will simply continue as normal, hunting as a giant cloud of fruity death and no growth will ever occur. This will allow for the option to make replicator melons automatically group up into as strong of a form as they can once max melons has been reached and try to maximize their power rather than having a bunch of stragglers all over the map. This also doubles as a means to try and make a melon-pocalypse more prop-efficient, as when max melons is reached, all stragglers will seek out the hungry leader (if the option is enabled) rather than simply hunt on their own as their kill would not result in a newly assimilated melon.
You would of course also need options pertaining to how much (if any) buffed stats a leader melon receives from growing, such as if their speed should be increased or decreased and by how much per stage, how much health they now have per stage, how much more bite damage they do per stage, whether or not the regular-sized remaining melons of the swarm abide by the leader melon's new speed, or abandon the clump leader and go off to seek their own prey and start their own swarm, and at what clump-stage they choose to do this and in what percentage of the swarm, yadda yadda, all the good stuff.
You could take this yet another step further and have the final stage of a clump-leader be that the clump leader plants down to the nearest surface, wall floor or ceiling, and becomes a nest (should you implement nests) and will now begin slowly spawning replicator melons, of which all melons part of that original swarm will now treat as their home nest, meaning they would rush back to it should it suffer a certain % of damage to its health, just like melon behavior from melons that came from a spawned-in nest as well.
Quite intricate in its entirety, I know. But I could legitimately see a really fun new garrysmode gamemode spawning out of this, should people end up adoring the addon, which motivates you to add more to it over time.
11) Special-conditions target-acquisition options!
This is a nice little addition that is essentially a more clarified and configurable version of the concept mentioned earlier of melons immediately changing targets to whatever is damaging their nest, regardless of its range.
An option to allow a swarm of melons to change targets based on conditions such as if a melon from that swarm is attacked/killed, the culprit of the attack is the new target of that swarm even if it's farther away than the search range could find on its own. This allows for fun melon-sniping missions through cityscapes where you find a melon, snipe it, and suddenly you discover it was not a straggler but part of a larger swarm it was semi-separated from, and the whole swarm comes flooding out of nearby alleys heading towards you.
You can add other special target-acquisition conditions such as extreme close proximity. Often times a melon will refuse to switch targets even if another valid target is considerably closer. You could have an option that allows players to set extreme-proximity target changing, meaning any player/prop/npc (configurable as to which) that is within several feet of a melon, that melon may even choose to abandon the swarm for a brief moment and roll a few feet over to the free assimilation target.
You can also add options that can provide small buffs to the melons for X amount of seconds/ticks/melon recaches which occur as a special-condition target-acquisition is met, such as a temporary movement force boost for that specific swarm. This means melon swarms are configurably more dangerous if you choose to engage them first rather than them simply finding you as normal.
12) Swarm size-specific options.
This option would enable swarms to have different degrees of an existing default option based on their swarm size that wasn't just movement force. For instance, an option to make a swarm have a lower bite cooldown based on how large it is would result in a swarm of melons being disproportionately more ravenous than a small handful of them. Or, an option where movement force can be adjusted proportional to that swarm's specific size. You might think I'm just stupid as melons already move considerably faster the larger their swarm is, but what I'm talking about is having a means to configure how big that swarm must be before a buff is applied as well as that buff being able to be a debuff (negative number) instead is what I would like added, and the reason is because it could be set so that a swarm smaller than, say, 6 melons will flee from you via a negative movement force setting, but only for those melons, as they are not large enough numbers yet to engage you. This results in really fun gameplay instances where you fight off a swarm rolling towards you, and when you kill enough of it, it scatters and flees to go try and regain its numbers. Or, in an opposite direction, you could let the player set it so that when a swarm is down to just 3 melons, those last 3 melons have an all-or-nothing buff where they get an extra boost of speed and health and bite damage because they are part of a swarm which is <=3 melons. This would let the player configure whether they wanted swarms to be more dangerous in large numbers, or more dangerous in smaller numbers, which opens up lots of fun new possibilities that extend further than simply a hardset boost which can be disabled that is triggered by the amount of melons in the swarm.
A "swarm X boost per melon?" toggle conjoined with a "by how much per melon?" slider, with X being for movement force, health, bite damage, search range, and maybe even priority (so that small swarms prioritize safe targets like npcs and props, and large swarms prioritize players) would go a loooong way in my opinion.
13) Target-type-specific 'Only bite target' option.
A small one. I just think it would be nice if the melons could be set to bite anything they touched (that had health to lose) or be set to only bite the target they were pursuing, similar to the assimilation toggle where something can be assimilated even if it's not targeted by the melons. A player that can be bit without being targeted could make for some fun instances of players needing to traverse an environment being thrashed by replicator melons, but the consequence of touching them isn't instant death as it would be now with the instant assimilation toggle.
14) Edit: Oops disregard, completely forgot "Melon group range" was already an option. This was asking for group swarm buffs to be configurable by radius from the leader, which is already true with the existing option slider.
15) Option to determine duration of new melon leader adoption.
As it stands, if the leader is killed, another leader is chosen shortly after (or instantly for all I was able to tell). An option to let the player choose how long it takes for a melon who has lost their leader recently to be able to adopt a new leader and receive any swarm buffs from it would be nice. It could help avoid situations where aiming for the leader (especially if the clump melon concept is adopted) would be virtually pointless because a new leader would be instantly chosen and the buffs would be granted back within half a second, resulting in no real value from successfully down-sizing/killing the leader melon. However, given how you may have coded the means in which a melon decides its group and receives said buffs from said group swarm, this would need a quirk added to it, so that a melon who has strayed too far from its leader can come back within range and receive those buffs immediately again, but the leader dying outright results in the melon needing a cooldown period before it can adopt a new leader to follow, even if one is present very close by.
16) Toggle off impact particle effects for optimization.
Not sure if it's even possible to do anything about, but swarms of melons that rub up against things (which often happens as they bounce around or press into walls) results in lots of dust impact particle effects, and when there's a big swarm, there's lots of particle effects. If the player is close by to these particle effects it can tank their performance, such as if they are in a building and the melons fly up against the window on the other side. This is a very fun thing to experience, a small staple to replicator melon if you ask me, so it sucks that when a swarm tries but fails to reach you in a large enough size, it attacks your fps instead as a result of these melon prop impact particle effects. If there is any way to add in an option to toggle it off, it would be a huge bonus for optimization.
17) Options save profiles! (Edit: Have been added. Entry omitted.)
That's all I have for now. I'll make new comments to this thread if I get any other ideas I think might be particularly beneficial to the addon or interesting to you, again all completely under the assumption you would want to work further on it anyway. You've done some really great work here and I'm very appreciative so feel free to ignore literally 100% of this. Well done, and thank you for rebooting Replicator Melon!
when you change a canvar and go to another map and or game the settings you set up stay that way
Because messing with the settings is fun but sometimes i want it to be fixed.
You may utilize the new preset system to accomplish both of these. Just added it
https://thumbs.gfycat.com/UntimelyComposedKingsnake-size_restricted.gif
'cuz I can't find it. No matter how many anti-♥♥♥♥♥♥ pills I swallow and look through the whole menu again I just don't see it, lol.