Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » New feature: ARC
Re: New feature: ARC[message #364344 is a reply to message #364343]
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Fri, 18 February 2022 06:36
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Mai Ti Miao |
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Messages:71
Registered:November 2018 |
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Sorry again for the late answer. There seems to be a problem with forum code, thus i use plain text.
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My original thinking behind only one Admin Action being changeable was that it would otherwise be possible to create "perfect" regions every single game. Limiting the changes forces some adaptation each game, but I can think about increasing or removing this limitation with some sort of larger tradeoff.
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I understand that. As said: i think the whole ARC is very well balanced, and this particular part also adds to the fun.
Like on christmas: sometimes you think "uff, grandma made another one of those pesky knit sweaters...but at least mama and papa got me the toys i wanted"
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It's interesting to me that you're trying to avoid stacking duplicate Admin Actions. I myself tried to intentionally stack what I perceived as useful ones (Dead Drops, Smugglers, Safehouses) to rapidly gain resources in the early game. I might think about a minor stacking penalty or something to encourage enacting different AAs across regions.
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It was not some sort of grand strategy. I just
- ran out of supplies at some point
- was considering the build-up of the next town (increasing costs, the more developed the previous towns are)
- forgot to check how many supplies i have (without Gather Supplies and with only 1 town for a longer period of time, collecting supplies is slow, even for slower players)
In fact, the day after my posting i did check and seeing how many supplies i had collected in the meantime, i immedeately upgraded Drassen and Chitzena further
I'm not sure if another balancing factor for stacking/not stacking is necessary. Quicker players will be penalized for no reason, slower players just wait a couple days longer to finish their build-up.
I mean, going into the third town, with the other 2 pretty much build-up, results in quite high supply costs for AAs. And you cannot avoid stacking some AAs, due to necessity and randomness.
What i meant, or thought about, with "demolishing", was for example if players realize that they receive enough ressources (Intel/Volunteers/Militia Ressources) by other means, or the game advanced to a point that a certain AA is not necessary anymore (Taxes), then the players are stuck with their choices. In case of ressources, that's fine, but Taxes are nasty with the Loyalty drop - and the only way to work against Taxes is Rebel Radio, which if not present among random choices can only be put on AA6...Now that i read my thoughts myself, the otpion i am actually thinking about is not "demolish", but a way of turning Taxes on and off. This would be more reasonable
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New feature: ARC
By: rftr on Sat, 21 August 2021 06:27
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Re: New feature: ARC
By: rftr on Thu, 02 September 2021 05:11
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Re: New feature: ARC
By: rftr on Sat, 23 October 2021 03:26
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sat, 05 February 2022 05:50
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sun, 06 February 2022 07:41
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Wed, 09 February 2022 00:53
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Mon, 14 February 2022 19:44
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sat, 19 February 2022 03:41
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Re: New feature: ARC
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Re: New feature: ARC
By: Shadooow on Sun, 20 February 2022 06:51
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Thu, 03 March 2022 09:49
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Mon, 07 November 2022 10:40
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