Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » New feature: ARC
Re: New feature: ARC[message #364334 is a reply to message #364329]
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Mon, 14 February 2022 19:44
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rftr |
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Messages:32
Registered:August 2020 |
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Thanks for the feedback!
Mai Ti Miao wrote on Sat, 12 February 2022 22:37Admin Actions
1) Drassen (90% loyal)
- Dead Drops 1. I only activated Intel so that Enrico doesn't spam with Emails about "how to handle delicate info", and to try the Blackmarket. Receiving 2-8 Intel per day feels subtantial, but then again: "i never tried the Intel feature"
- Supply Disrupt 1. Was an afterthought, bought with the last supplies, when i saw the Drassen Counter Attack approaching. That, and later dealing with enemy patrols/attacks in the area "felt" easier (DCA: let the enemy enter the mine sector, only 3 mercs wounded and only minor wounds, 11/40 Militia survived - usually the merc situation is worse and no Militia survive...if i deal with the DCA within town borders, instead of going to the country side), but i lack actual empirical or statistical data
- Scouts 2. Small feature, big effect. I love it
- Harriers 2. Together with Scouts it is pretty good for planning the defense in the region
Yes, i overdid Drassen a little (*)
2) Chitzena (67% loyal)
- Mining 2. Technically a waste (with regards to increasing Supply costs) considering Chitzena's low mining output, but for a slow player every little bit can become substantial over the course of a game. I imagine on "the big 3" mines, this Admin Action will be golden
- Merc Support 2. I love it. Almost feels as if classic JA2 repair speeds would apply, and training and everything else is also much faster
3) overall
- what i sometimes dislike is, that only Admin Action 6 can be changed. If that spot is occupied by something you want, while among the other 4 random AAs is one that you do not want (eg because already present at other towns)...well, only "sometimes" i think of that. This won't matter much over the course of a game and it actually adds to the fun
- it would be nice to have tooltips (like you did for Directives) detailing the AAs, including which is based on town loyalty. If too difficult to change the UI (i know how much coders and modders "love" UI work because of that), at least adding the loyalty info to ini and/or here to the thread would be great
- Taxes. We are the liberators, we don't tax ;)
- (*) thinking about "i overdid the town/don't need action X anymore", maybe you could add a "demolish" feature: for
(total admin actions in CURRENT region) * 7 + (total number of times you've spent 100 supplies to increase a region's loyalty) * 4 + (tier of admin action to demolish) * (total number times of you demolished in CURRENT region)
maybe with an additional penalty to loyalty
((RND 2-6) * (tier of demolished action) %) loyalty drop in CURRENT region)
players could reset Admin Actions. I understand that the cost of an action is determined by formula, and that "demolish" would mess with that, so i'm not sure if it is worth the trouble
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.
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.
Glad to hear that overall, most of the Admin Actions seem useful.
I'll add a to-do for tooltips
EDIT: Tooltips added at r9303.
Mai Ti Miao wrote on Sat, 12 February 2022 22:37Directives
1) Gather Supplies. During testing and fully upgraded, this adds substantial amounts of Supplies.
I do imagine, once i get to the later stages of the game, that i will get back to that directive: i will surely want to "fully build-up" Cambria and Grumm, Alma and maybe Bailime will also need some, thus the Supply costs might explode, even with my slower pace
2) Raid Mines. I went with raiding for the playthrough: as a slower player i was relatively sure i would have enough Supplies once getting to the second town, while fueling the economy would be more important early on.
Raiding...i'm not sure what to think of it. For slow players, it will raise a lot of money.
If i understand it correctly, it is based on the mines "not yet liberated". I come to this conclusion because, after taking Chitzena, the lower limit for raiding went from ca 14$ up to ca 140$ - maybe i'm just lucky, but i haven't seen anything less than 100$ ever since Chitzena Mine is working for our side.
I feel like 1 additional modifier/operand could be useful for balancing:
- maybe "each mine controlled by our side increases fail chance by X"
- or "at start of game we can have a maximum of N raids per day. Each mine controlled by our side reduces N by 1"
Something like that. Maybe my impression is skewed, because i play slower and respectively: i didn't "fully" watch the message/history log (on Strategic Map, which informs about training/repairing progress, weather changes, etc), i never do so when advancing time ("toooo much clicking", sort of ;) )
3) Support Militia. I have already thrown an eye onto it as the next Directive.
Could you check it please: the Daily Expenses overview on Strategic Map only updates, if the Directive was in effect for a full straight 24 hours (eg if changing directive at 19:00, it takes 5+24 hours to update). I was a little confused, because i thought it would update at the first midnight.
4) overall
- Draft. I have a very low atrition rate among Militia - also, we are the liberators, we don't draft ;)
- Create Propaganda (or Rebel Radio). Maxing Drassen's loyalty was easy, but Chitzena has slowed down (well, it was slow to begin with). Besides Support Militia, this is another option i am considering, for when switching out of Raid Mines.
Gather Supplies - this is a tough one, since the player ultimately determines how long the game goes on, and will eventually have more supplies/money/resources than they know what to do with.
Raid Mines - you're correct. The income here is calculated from the mines not under player control, and is siphoned from funds that would otherwise go to the Arulco Special Division (which purchases and deploys mechanised units). Despite how useful this potentially sounds I found myself rarely using it.
Support Militia - this is supposed to take effect on the first midnight after you select it. I'll have to double check whether it's a UI issue or if it's not applying the bonus correctly.
Draft - clearly I'm playing wrong - my militia forces die in droves, especially late game
There are a few other Directives that unlock as your game progress climbs. I'm interested to hear your thoughts on those too once you unlock them.
Mai Ti Miao wrote on Sat, 12 February 2022 22:37Edit:
Regarding Admin Actions, if a specific feature is turned off, is the linked Admin action blocked from the random pool ? Example, Militia Ressources off -> Warehouses will not be chosen at random.
I saw that Warehouses appear on the list, if you want to manually change AA 6.
Yes - if a feature is disabled, the Admin Action won't roll as part of a region's randomised pool.
[Updated on: Wed, 16 February 2022 20:29] Report message to a moderator
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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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