I made that screenshot! Now you can eat it! Happy birthday!
I like this! It's different from how I'd imagine it but very cool and well-executed.
Read moreIt was related to the general problem of large late-game mechanoid threats almost entirely obviating the need for players to have any economy at all, with the added problem that harder difficulty settings were in many ways easier because you got more resource deliveries from bigger raids. Economy was completely broken, and difficulties were inverted.
I'd like to add my 2 cents here about the problem I see with the late-game economy. Growing psychoid to make flake is incredibly easy once the initial struggles related to your biome have been solved, (getting greenhouses or hydroponics set up if you have a short growing season) and in the late game I usually have stacks of 400-600 flake sitting around at any given time just waiting for a trade ship to come take it off my hands. I could make a caravan to sell off the excess, but usually that feels like too much of a hassle when I can just wait for some to come to me.
On the other hand, when ...
There will always be excessive wealth in late-game at a certain point, that's just the nature of how capital works. We can't involuntarily trash peoples' wealth. The game will always break down past a certain point. I have solutions to this but they're kind of involved (and in consideration).
This was more about alleviating the problem to some degree, not solving it entirely. E.g. You might have tons of flake, but converting that to other usable materials may be tricky. Versus getting massive straight deliveries of plasteel and steel and components - hyper-practical resources.
Thanks for clearing that up! Went to check why it was nerfed back then and the reasons given were mostly "economy" and "exploit" which made sense but also made me go "but why".
About the reward from raids I might have missed it so I checked again, they are droping from direct raids at a higher drop than clusters it seems, I got mostly clusters mid-game so that was the problem probably, clusters drop about 40%ish? of the raid drops (3700 points cluster vs raid, cluster gave 34 and raid dropped about 90)
I'll probably drop the reverse at mid game and see how it fares, on the meantime the helmets might help when 90% of the air turns into bullets from the turrets lol
Clusters generally have a big building in the middle with some loot in it (EMI dynamo or whatever), so they're supposed to handle that role. In principle. I've no doubt there is room for improvement in terms of the tuning.
So there's some missing information and zombie memes polluting this discussion, figured I'd try to shed some light.
It had nothing to do with mech assemblers. This was just one of those notions that someone invented that spreads like a meme, but it has no actual source. Mech assemblers were solved just by limiting them, we would never do something ridiculous like completely rebalance an entire enemy type for a problem that could be solved so much more narrowly.
It was related to the general problem of large late-game mechanoid threats almost entirely obviating the need for players to have any economy at all, with the added problem that harder difficulty settings were in many ways easier because you got more resource deliveries from bigger raids. Economy was completely broken, and difficulties were inverted.
We added resource rewards from the raids. They're assigned to one of the mechs (more if necessary). They'll drop piles of plasteel or components. Is this...
Read moreThey also have 2 uses now instead of 1.
EDIT: We changed it to 2 not 3 :p
I love the details in this. You can spend 60 seconds looking at it and discovering new things the whole time.
Also has me laughing pretty hard!