Wed Jan 04, 2017 1:20 pm
carter j burke wrote:4) custom server creation; allow restrictions on available specs in a game. Eg. Server creator can disable the ability to hire kings or admirals or whatever. This mixes things up and forces players to utilise new strategies... and shuts up the "omg king is OP" complainers. :p Who doesn't want to play a game where the only hires are infiltrators! Yeah!
Wed Jan 04, 2017 1:47 pm
dane69 wrote:I gotta agree with some of what tk is saying here. I love these discussions, though if Ron and Noel don't legitimately put some effort and thought of their own into this, then the game could get really really outta hand..
The immense amount of work that they put into this game speaks for itself. We've just managed (as a community) to figure out that certain specs, when stacked, can create an easier path to victory than other spec combinations. Probably the tenth time I have said this, but: "I DO NOT BELIEVE THAT I AM SMART/NOR QUALIFIED ENOUGH TO TELL THE DEVS WHAT NEEDS TO BE REWORKED AND WHAT DOES NOT." It is not like they just made up some numbers and launched the game. There were many many many MANY spec and rule adjustments that the beta community worked out. Scroll back enough on the forums and you will see. I would LOVE to see the devs revisit this, BUT only if they seriously take some time and look at shit. Hear our concerns, but do not necessarily listen to all of our proposed solutions. They are v smart dudez and can figure this out if they devoted some time to it.
Sidenote—I love the idea of getting an elim bonus (even though I am already super satisfied when I am able to eliminate a player—no easy feat nowadays.)
Wed Jan 04, 2017 1:54 pm
coltspaesano wrote:carter j burke wrote:4) custom server creation; allow restrictions on available specs in a game. Eg. Server creator can disable the ability to hire kings or admirals or whatever. This mixes things up and forces players to utilise new strategies... and shuts up the "omg king is OP" complainers. :p Who doesn't want to play a game where the only hires are infiltrators! Yeah!
This is going to be a hefty update, gonna be too much for the devs, they won't be willing to do it. Love the idea, but I doubt it will happen
Wed Jan 04, 2017 1:56 pm
nojo34 wrote:Tk, and everyone who has an issue with stacking global (only global) specs diminishing returns is our savior. We do not change the way the kings abiities work, simply each additional king you would have would be less effective than the last. Leave it to the devs for specific numbers, this is just a concept. However, I feel like only the king should be effected as tycoons and admirals force you to give up two of the best unpromoted specs. The smuggler and navigator respectively. I feel this is a middle ground between a full on nerf (what I was pushing for) and a full global rework (TK's policy).
Wed Jan 04, 2017 3:04 pm
topkilla wrote:
I'm not anti global stacking though. I think it's an extremely important aspect of the game, but in certain ways it was implemented have showed to be incorrect.
The problem with a 'middle ground fix' is that it won't fix the problem, and has the potential to make things much worse.
Wed Jan 04, 2017 9:27 pm
rracer2 wrote:coltspaesano wrote:carter j burke wrote:4) custom server creation; allow restrictions on available specs in a game. Eg. Server creator can disable the ability to hire kings or admirals or whatever. This mixes things up and forces players to utilise new strategies... and shuts up the "omg king is OP" complainers. :p Who doesn't want to play a game where the only hires are infiltrators! Yeah!
This is going to be a hefty update, gonna be too much for the devs, they won't be willing to do it. Love the idea, but I doubt it will happen
Agreed, though I think this would be an ideal moneymaking update - put it all behind L3 and let game creators customize every feature of the game: speed (x.5, x1, x1.5, x2), specialists (no promotions, only promotable specs, only martyrs navs and pirates, etc), specialist multipliers (martyr blast radius is now 50% of outpost range, thief now steals 40%), starting stats (everyone starts with double drillers, or double outposts on a bigger map, base electricity is now 250, generators generate 100 instead of 50, factories produce x.5, x1, x1.5, x2).
There are so many options and I think the devs balanced them all really well - but I think there's a market for letting people customize exactly how their game will play. If you don't want kings, or stacking, or just want to play around with tons of giant explosive martyrs flying around everywhere , you should be able to do that...for an additional fee. But realistically, this is a much bigger effort and with the game audience rather small right now, not enough people would buy to make it worthwhile.
Thu Jan 05, 2017 3:20 am
Thu Jan 05, 2017 8:08 am
Thu Jan 05, 2017 3:38 pm
Thu Jan 05, 2017 4:43 pm
jellyfishcoder wrote:
1. Kidnapper (combat priority 4): In sub to sub combat, the kidnapper will steal one random non-queen specialist from the other sub and take it prisoner. No matter the result of this combat, prisoner will be sent in a separate sub back your nearest outpost in the same manner as normal prisoners from sub to sub combat.