Talk:Chaos Enemy Spawn Point
i think that they should bring back the chaos mode as it makes it alot more interesting and harder, even if alot of people don't go on that mode, when they do the options there for them
and if your not gonna enable this option for us then let us download the older srb2 v1.08
Whoever made the above comment failed in so many ways. Yes, Chaos mode should have stayed in, but you fail for bad grammar, not signing your comment, and not noticing that you can download 1.08. ~Kaysakado • Talk • 23:32, 23 January 2008 (UTC)
No. It sounds like a somewhat fun mode (I love the huge clumps of Badniks in CEZ2), though it should be taken out simply because everyone else hated it. –SonicMaster 19:06, 23 January 2008 (PST)
That's the thing, though, it WASN'T a somewhat fun mode. I designed it with the intention that it would be a cool competitive mode where players compete against other players for high scores. The result, however, was a complete mess that people only have fond memories of because they messed with the options to generate scores that should be displayed in exponential notation.
Chaos mode was removed because it was a luck-based, boring gametype with so many problems that simply deleting the mode was a far better option than trying to fix it and failing. Basically, unless you messed with the options to goof off, playing Chaos became a chore. You'd spawn along with the other players in the game, and enemies would start spawning. In order to prevent the enemies from spawning on top of each other, they'd spawn and immediately target a player. That player now has, say, a Jetty-syn Gunner flying after him. That gunner will not peel off and target someone else even if that other player comes closer to the enemy (as clearly noticable when playing Coop in AGZ and watching Jetty-syns flying at the wall after another player passes through the room.) Chaos stages, by necessity, were rather small, so there was no way for the enemy to break the target and reacquire another target.
The result is that you essentially had random enemies to fight, and they targeted YOU instead of just whoever was nearby. Since, by necessity, the scores were weighted towards harder to kill enemies (Jetty-syns were worth more than Crawlas), the player who had more Jetty-syns targeting him actually had the advantage assuming they were capable of killing them efficiently. Hence, it was mostly luck whether you won or not.
The reason that some people remember the mode fondly was because of all the options that allowed you to goof off and do stuff like generate hundreds of Crawlas and make chains into the thousands, and other amusing things. Basically, if we brought Chaos back, it would essentially be called "hangout", and there would be no gameplay aside from messing with the variables. That is not a gametype we need in SRB2, and there is no way it will be coming back. -Mystic 11:08, 24 January 2008 (PST)
Luck-based, huh? In that case, it fails. Yeah. And we already have a NiGHTS mode that lets you make combos by Linking. I've seen that there is a Link Attack in NiGHTS into Dreams; and there are levels in NiGHTS: Journey of Dreams where the goal is to get a high enough Link. Might SRB2 have a Link Attack mode, or would that be something that you would only find in an EXE mod? –SonicMaster 12:03, 24 January 2008 (PST)
EDIT: And hangout servers fail.
Why not bring back Chaos mode as a difficulty instead of a mode? Think of it like Doom and Doom 2's nightmare mode or Doom 64's Watch me die mode where dead monsters spawn new ones of itself.--Glaber 01:51, 13 August 2010 (UTC)
Why don't we just watch noobs gather a bunch of crawlas in GFZ1, and kill them, and stay in a spin until they die again? Unless they randomly appear, or spawn random forms of enemies, I would call it potential hangout. However.. isn't there a casual section now? :? --FoxBoy
Then why not throw in a deeton every few spawns?--Glaber 06:20, 26 October 2010 (UTC)
Because it's as good as impossible to avoid a Deton that just happens to spawn near you. --SpiritCrusherTalk • Contribs 11:10, 26 October 2010 (UTC)