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Throwing rate for capsules should be added along with infinite health research

Posted: Tue Nov 19, 2024 10:36 am
by Goose
TL;DR
A 10% throwing fire rate buff of all capsules (grenades, combat robotics, poison, fish, gleba products, slowdown) for every level of health research should be applied to the player.
What?
Thematically it makes sense for the vibe of the tech, being stronger would mean the engineer is also more suited to lobbing heavy equipment around.

Gameplay wise it extends the lifetime of capsule gameplay by a little bit on Gleba where explosives are good against pentapods and on Vulcanus where destroyers/poison is good against small/medium demolishers, which are the moments where the technology best shines anyways. Combat robotics can be deployed faster which holds up follower count tech while still not being as busted as auto deploying your whole follower count on one spot instantaneously, making high counts less tedious. Gleba products wouldn't be effected much, but faster fish eating also works well with newly increased health if you didn't want to wait for regen.
Why?
Capsules for the most part get pretty overshadowed by other options that you unlock pretty soon after, and I believe extending their life outwards a little longer before Aquilo tech can make the combat a little more competitive.

My favorite reason, it's a really funny concept and again suits the meme technology well of it being kind of silly. Eating your greens so you can chuck grenades like it's nobody's business or eat fish by the handful is absolutely the roundabout thinking the engineer would do.

Re: Throwing rate for capsules should be added along with infinite health research

Posted: Tue Nov 19, 2024 11:22 am
by LCStark
I like this idea, especially in relation to combat robotics. What use is the high follower count if it takes me most of their lifetime to even deploy them?

I'm only wondering whether it wouldn't be better to have it as a separate research from the health.

Re: Throwing rate for capsules should be added along with infinite health research

Posted: Tue Nov 19, 2024 11:42 am
by Goose
LCStark wrote: Tue Nov 19, 2024 11:22 am I like this idea, especially in relation to combat robotics. What use is the high follower count if it takes me most of their lifetime to even deploy them?

I'm only wondering whether it wouldn't be better to have it as a separate research from the health.
Maybe, I think the name of the tech might have to change to something like "strength" which might be bad for migrations, but I think I would see it as good to lump them together as its a little more streamlined having less infinite tech cluttering the tree that eventually drop off and kind of a nice treat to be given the other if you wanted one, kinda like military techs.

Re: Throwing rate for capsules should be added along with infinite health research

Posted: Fri Nov 22, 2024 10:24 pm
by kpreid
I’ve thought of having a throwing rate boost too, but I was imagining it being a piece of grid equipment instead of research. Perhaps both could exist, just like we have walking speed bonuses from both built surfaces and exoskeleton equipment.