As it is now, different types of events adds to the same one value, EvoFactor.
1. Time passing.
2. Pollution tickling the sensitive nostrils of aliens (specifically their Nests, which are apparently living beings).
3. Nests being destroyed by direct or indirect player action (e.g. shooting at them, or setting up Turrets to shoot at them).
Each of these events add to the same value, and I think that in some cases, this can cause less experienced players to paint themselves into a corner, e.g. by too aggressively attacking Nests.
This effect would probably be alleviated if each event added to a different EvoFactor: EvoFactor_1, EvoFactor_2 and EvoFactor_3, and the game just uses EvoFactor_max to determine alien behaviour and quantities and types.
Have 2-3 separate Evolution Factors, use the highest
Moderator: ickputzdirwech
Re: Have 2-3 separate Evolution Factors, use the highest
So instead of being backed into a corner one way, the player can do it 3 different ways? Keep in mind that 3 split evolution factors have to grow 3 times as quickly to match the current system, and it means the player can focus any one factor to reach the limits 3 times quicker.this can cause less experienced players to paint themselves into a corner, e.g. by too aggressively attacking Nests.
Re: Have 2-3 separate Evolution Factors, use the highest
Or, and this might sound cracy, but maybe, just maybe, the factors don't grow 3 times faster but just with the same rate they do now.bobucles wrote:So instead of being backed into a corner one way, the player can do it 3 different ways? Keep in mind that 3 split evolution factors have to grow 3 times as quickly to match the current system, and it means the player can focus any one factor to reach the limits 3 times quicker.
Re: Have 2-3 separate Evolution Factors, use the highest
And then the game becomes a walk-over for experienced players.
Re: Have 2-3 separate Evolution Factors, use the highest
Well, it already is unless you play with mods then it can be anything.
Re: Have 2-3 separate Evolution Factors, use the highest
I think that there is enough mods to prevent this.Hexicube wrote:And then the game becomes a walk-over for experienced players.
I still don't get what would be benefit of 3 separate evolution factors. Currently by default player doesn't even know about evolution factor. Having one or three of them won't change that.
If you want to have slower evolution factor then you can easily mod any of three coefficients.
Re: Have 2-3 separate Evolution Factors, use the highest
Really wouldn't work. It'd mean for the power gamer you can produce so much pollution "for free" and kill so many nests "for free" as long as you are staying under the time based evo factor. Or you can kill so many nests "for free" as long as you are staying under your pollution evo factor.
Re: Have 2-3 separate Evolution Factors, use the highest
Mods shouldn't influence how the game is balanced, otherwise you end up with a game that has mandatory mods that may as well be part of the game.orzelek wrote:I think that there is enough mods to prevent this.Hexicube wrote:And then the game becomes a walk-over for experienced players.