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Sea Weed enhancements and touch ups


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For those unaware, the Sea Weed cannon is this cut cannon concept right here. Essentially a baby, planted Sea Weed.

baby.png.2e731e6eec58bd8306a8d840c370ebee.png

This is one, of many cut/unused concepts that I randomly grew absurdly attached to for reasons beyond my comprehension.
Ever since cannons were added, I've been aching to see these make their way into the game in some way shape or form.

My general vague idea for them is that they'd be far weaker, more mobile (Or automated!) cannons that regrow their own Seed-shell ammunition! Something simple and fun, they could be water locked, or have health. Something like that!

Anyhow, for the other half of my post I wanted to address a few oddities with Seaweeds themselves.

Firstly, they're not renewable! If a Seaweed sprout or the mob itself burns away, they're gone forever!
And they're not like Bull Kelp where there's a... 1% chance to get them from ocean debris (Can this be increased too?), when they're gone, they're gone!

And secondly, their A.I that tells them to aggro onto things is oddly primitive. 
Currently, no matter what actually happens, if they're bumped into or set on fire at all, they all focus the player.
I've had situations where Pirate Monkeys will ram into Seaweeds, and instead of fighting back, they all focus and target me. Same for when they're struck by lightning! It's not so fair!

There's even a note specifically going over it here in the code. I'm not currently sure of any coding limitations that'd warrant it to be this specific, but if there is one I'd be interested to know more!
image.png.00a31e631f950228af2d66c40f8563f1.png

But yeah! Those are my hopes for the upcoming beta, some minor Sea Weed adjustments and maybe finally getting our beloved cannon baby back!

10 minutes ago, -Variant said:

For those unaware, the Sea Weed cannon is this cut cannon concept right here. Essentially a baby, planted Sea Weed.

baby.png.2e731e6eec58bd8306a8d840c370ebee.png

This is one, of many cut/unused concepts that I randomly grew absurdly attached to for reasons beyond my comprehension.
Ever since cannons were added, I've been aching to see these make their way into the game in some way shape or form.

My general vague idea for them is that they'd be far weaker, more mobile (Or automated!) cannons that regrow their own Seed-shell ammunition! Something simple and fun, they could be water locked, or have health. Something like that!

Anyhow, for the other half of my post I wanted to address a few oddities with Seaweeds themselves.

Firstly, they're not renewable! If a Seaweed sprout or the mob itself burns away, they're gone forever!
And they're not like Bull Kelp where there's a... 1% chance to get them from ocean debris (Can this be increased too?), when they're gone, they're gone!

And secondly, their A.I that tells them to aggro onto things is oddly primitive. 
Currently, no matter what actually happens, if they're bumped into or set on fire at all, they all focus the player.
I've had situations where Pirate Monkeys will ram into Seaweeds, and instead of fighting back, they all focus and target me. Same for when they're struck by lightning! It's not so fair!

There's even a note specifically going over it here in the code. I'm not currently sure of any coding limitations that'd warrant it to be this specific, but if there is one I'd be interested to know more!
image.png.00a31e631f950228af2d66c40f8563f1.png

But yeah! Those are my hopes for the upcoming beta, some minor Sea Weed adjustments and maybe finally getting our beloved cannon baby back!

Oh they seriously pissed me off once in summer. I was doing an experimental challenge where I tried to survive on a boat base for an entire year and was only allowed 10 days on land to prepare. Summer was coming so I decided to get a water pump for wildfires, but I was busy doing something else in spring and summer caught me off guard. I arrived to the seaweed biome and started fishing for a spittlefish, and then I saw one of the sea weeds smolder. I was afraid to touch it and put it out myself, and I also figured even if it gets set on fire then a spittlefish will put it out entirely as they do with my campfires. 

Instead, spittlefish completely ignored the fire and all nearby sea weeds aggroed on me and destroyed me and my boat in mere seconds! It felt so cheap and unfair, and what I was supposed to do anyway? Touching them to put out the fire would still aggro them on me, I guess leaving the area as soon as it starts smoldering is the best choice here. But it's also possible for things to smolder on the edge of your field of view and by the time you notice it, it's too late. Very underwhelming and unfair mechanic. I understand that it was made to protect them from being set on fire but then why not make them like mobs where you have to attack them to set them on fire (with a torch or fire staff) like other mobs, instead of just being able to set on fire like a structure? Or just make them immune to fire altogether. They are wet from the ocean water anyway. 

4 hours ago, -Variant said:

For those unaware, the Sea Weed cannon is this cut cannon concept right here. Essentially a baby, planted Sea Weed.

I wouldn't mind seeing them as cannons for everyone to use.

But i've been working on a rework concept for Wormwood, and was thinking that he might use some plant "turret" instead of the current Bramble Husk Specialist skill.
So, this baby Sea Weed fits right in! =)

As for taking that cannon from all characters for only WW to have, i can say that regular cannons kinda should be enough to have pirate fun at sea. And if they are not enough, maybe some upgrades or cannon/ammo variants could be added.

23 minutes ago, Cassielu said:

I would like to add that while Sea Weed uses such demanding aggro mechanics, they do not react at all to cannon attacks.

Interplay of everything in the ocean is incomprehensible...

Yeesh, really? That's so funky.

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