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Have 2-3 separate Evolution Factors, use the highest

Posted: Thu Mar 24, 2016 3:17 pm
by Peter34
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.

Re: Have 2-3 separate Evolution Factors, use the highest

Posted: Thu Mar 24, 2016 10:10 pm
by bobucles
this can cause less experienced players to paint themselves into a corner, e.g. by too aggressively attacking Nests.
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

Posted: Thu Mar 24, 2016 10:52 pm
by Yinan
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.
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.

Re: Have 2-3 separate Evolution Factors, use the highest

Posted: Thu Mar 24, 2016 10:57 pm
by Hexicube
And then the game becomes a walk-over for experienced players.

Re: Have 2-3 separate Evolution Factors, use the highest

Posted: Thu Mar 24, 2016 11:00 pm
by Yinan
Well, it already is unless you play with mods then it can be anything.

Re: Have 2-3 separate Evolution Factors, use the highest

Posted: Thu Mar 24, 2016 11:02 pm
by orzelek
Hexicube wrote:And then the game becomes a walk-over for experienced players.
I think that there is enough mods to prevent this.

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

Posted: Thu Mar 24, 2016 11:17 pm
by BlakeMW
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

Posted: Thu Mar 24, 2016 11:58 pm
by Hexicube
orzelek wrote:
Hexicube wrote:And then the game becomes a walk-over for experienced players.
I think that there is enough mods to prevent this.
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.