Very Bad Influence is too bad
Moderator: Oberlus
Re: Very Bad Influence is too bad
Why should they like Influence ?
Also, does that leaves any bad/very bad influence playable species ?
Also, does that leaves any bad/very bad influence playable species ?
Re: Very Bad Stability is too bad
i think i like the idea. good enough to try? if they are too good we can simply remove some likes (e.g. the military ones).wobbly wrote: ↑Sat Aug 06, 2022 2:46 pm Fleshing out the idea of Medieval Knights + Pop Spamming
Great Population: +50%
Adaptive: 1/2 research costs for growth techs
Average Industry (but great pop)
Very Bad Research (again great pop)
Average Defense Troops (again great pop)
Very Bad Stability (for the low tech bonuses)
Average Influence
Likes: Industry, Influence, Colonization, Colonialism, Design Simplicity, Divine Authority, Exploration, Feudalism, Population, Marine Recruitment, Native Appropriation, Vassalization
Dislikes: Research, Energy Compressor, Algorithmic Research, Enviromentalism, Industrialism, Liberty, No Growth, No Supply, Technocracy
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Very Bad Influence is too bad
I'd like to try. Not sure whether I should wait for o01eg to start converting species to python or try and sneak it in 1st
Re: Very Bad Influence is too bad
What do you think of changing the values for the influence species trait?
The motivation is to improve balance between species and reduce luck factor.
Currently | Proposed | |
Very Bad | 50% | 66% |
Bad | 75% | 80% |
Average | 100% | 100% |
Good | 150% | 125% |
Great | 200% | 150% |
Ultimate | 300% | 200% |
Re: Very Bad Influence is too bad
Is it easy to do - what about setting them all at 100% in our test game. That would really give us the ability to test the effects of influence in gameplay, policies, etc.
Although I dont know if you made specie adjustments to PP and RP when introducing influence, so it may have other ramifications.
Re: Very Bad Influence is too bad
I prefer to test the effects of this adjustment.
Re: Very Bad Stability is too bad
It's here. They look a bit crazy, but they also look fairly fun. Don't know how balanced.Ophiuchus wrote: ↑Wed Aug 10, 2022 11:41 ami think i like the idea. good enough to try? if they are too good we can simply remove some likes (e.g. the military ones).wobbly wrote: ↑Sat Aug 06, 2022 2:46 pm Fleshing out the idea of Medieval Knights + Pop Spamming
Great Population: +50%
Adaptive: 1/2 research costs for growth techs
Average Industry (but great pop)
Very Bad Research (again great pop)
Average Defense Troops (again great pop)
Very Bad Stability (for the low tech bonuses)
Average Influence
Likes: Industry, Influence, Colonization, Colonialism, Design Simplicity, Divine Authority, Exploration, Feudalism, Population, Marine Recruitment, Native Appropriation, Vassalization
Dislikes: Research, Energy Compressor, Algorithmic Research, Enviromentalism, Industrialism, Liberty, No Growth, No Supply, Technocracy
https://github.com/freeorion/freeorion/pull/4096
Re: Very Bad Influence is too bad
I would prefer to have different playstyles available to different situations, so that being Bad Influence doesn't prevent the player to have a fighting chance nor Ultimate Influence being a guaranteed win, but still have diversity in the gameplay.
Re: Very Bad Influence is too bad
And how would you do that, appart from balancing the traits so that none is OP or UP?
Re: Very Bad Influence is too bad
Flat bonuses that are not affected by the trait is the first thing that comes to my mind.
Also, Policies that ease the cost of Influence but also produce some constraints.
Also, Policies that ease the cost of Influence but also produce some constraints.
Re: Very Bad Influence is too bad
We have both of those, via policies mostly.