Closed Provolonage closed 2 years ago
Just a note about #3, we are incapable of affecting vine speed burn time in any way.
wdym ive seen the variable
You might actually be right, I remember Chaos and I trying to find it a while ago but we never did
i think we did it
This seems like a good list. My thoughts:
This seems like a good list. My thoughts:
- 1: This seems fine to me if you can convince Cobbs; I think in the past he hasn't wanted to do it and presumably has good reasons that I'm just not thinking of as I'm not as familiar with the faction
- 2: Yeah, seems right; the lowering of the hull cost is the easiest solution and the one which will most cleanly scale with GameSpeed.
- 3: This one is important, for sure, and I think will be key to avoid people (especially Merm) yelling at us. I'd say there are 3 areas of griefing we should resolve: a) As you've already said, burning the vines faster (where is that variable by the way; sounds like you found it?), b) reducing the movement penalty, and/or eliminating it during Cold War, and c) Need a way to mitigate or counterplay vs the diplo pressure created by vines, particularly during peace (I think it's a whopping -8 in Cold War and then -4 during Peace, since it's applying the penalty for being in another's sphere of influence--kind of ruins the "cooperative/friendly vines" theory).
- 4: Yeah this one could be good, but I'd prob skip for now to see how other things settle. The spawn part may or may not be moddable anyway; I'm not sure. I don't dislike this change, but just think it's lower-priority than the others.
- 5: Seems fine. I think Cobbs loved this idea, which is a good indicator. Would thematically synergize with point 1 since anomaly exploitation is an ecologist mechanic. Potentially could include this as a reward on the Ecologist branch of the quest (prob replacing the 50 random T3 lux), which would help with the next point too.
- 6: Yeah, for starters we should make the unique terraforming into Forest apply to more planet types (ex: Ice, Swamp and Arid). What do Heart's Ward, Heart's Hammer, Center of Light and Life, Harmony of the Heart, and Renewal System do? We could presumably buff those.
- 7: Yeah some of this is fair. We can replace the first influence skill with something else (food would be most ecologist-themed, or dust would be most pacifist themed--either could work). I'd leave the fleet health skill alone; it's already as good as what Guardians get, and their tree is one of the strongest for fleet combat. We can buff the capstone from 33% to 50%, yeah. That's a good point about the repair skill; however, I'd leave the shield skill alone, since if you move it to T3 then you're just going to need to come up with a new T2. So really the question is: what should replace the T3 (bearing in mind that it's their senator skill)? Also, remind me what their starting hero is currently? I think anything other than a Seeker should be fine; if they currently have a Guardian or Overseer then I'd prob just leave it alone.
- 8: Yeah, fair.
they have a seeker starting hero
Hahaha, fair enough.
In order of necessity:
4 YES YES YES (if it's not doable, then that means we can ignore balancing around it, so we should check here first...)
3 (prov said this was doable) um how about instead we give more 'connection points' between the vines. Having to defend the 4 chokepoints (just past your home system, the single wormhole to the middle, the single wormhole out of the middle and where you are currently vining) all game is paintful. With better vine connection points there would only be 3 (your vining fleet and the two wormholes) and with crazy-wide sprawling (like 30% of the map) we could go down to just the vining fleet. Not sure on the asthetics of the latter.
2 Yup, yup!
6 Sure
7 I'm fine with better unfallen hero tree.
1 No unless we do 4,2,6 and then need more buffs. Unfallen are steered toward pacifist rather than ecology because they should be getting guardians. If we allow guardians to 'bud once onto other planets like creep colonies in starcraft II), then there would be good reason for them being fertile-based.
5 nah, but I don't care
8 current. They needed a slight buff to balance that (see point 6). 2,3,4 were long overdue in my opinion
OK, I've assigned this to myself; I'll plan to code it at some point. My summary of what I plan to change, unless anyone disagrees (note that these are pretty much all Provo's ideas):
Complete:
Not possible:
Another thought, maybe change the bonus that the Guardians get? Their approval bonuses really just aren't that interesting, it just gives infinite approval, as provo mentioned.
Also, can we change the guardian guides in some way, you only ever get one so they should be much better than they currently are
but it's a quest gated by rng
My time was wasted reading that quest
why
It doesn't do anything
the quest?
With other lower tier factions getting quest reworks, overall QoL and changes to the sandbox that remove/reduce certain early game hiccups that some factions used to struggle with (I'm looking at you Prompt Pioneering) Unfallen has gotten a few buffs to help them grow but not enough overall to keep up with other faction reworks such as Lumeris and considering they have been a contender for worst faction in the game for while I don't think its bold to say they need some decent buffs to make them enjoyable and competitive.
I'm going to sort of rant off things about the faction that I think should be changed and why, these aren't in any particular order.