Nightflame wrote:QUOTE (Nightflame @ Feb 22 2018, 12:49 PM) Bye belts. Was nice flying ya.
What?
QUOTE Shame sup will still be dominated by qf3.[/quote]
It's been nerfed twice in the past 2 weeks?
QUOTE Powerups though, are rather more fun for the top whores than people who more often come out of an engagement dead or desperately running away. Ex: It'll be harder to wear down P1/Babel/whoever with numbers if they can more easily get back to full. Powerups in general favor personal skill over teamwork, and I'm leery of tilting design in that direction, tiny as it may be.[/quote]
Who cares, no need to chase someone off the map while they run around picking up powerups. that's not a productive use of time. Plus disincentivizing the most competitive players from playing is a major reason why games die. incentivizing them is great, especially if it doesn't have a large impact on the actual outcome of a game.
QUOTE AB changes--eh. Depends on whether you think it's too easy or too hard to whack a techbase as is.[/quote]
It's already been much too easy too kill a small base if you get in the sector and now i'm making it much easier to get into a sector. you should have to keep a bomber alive for more than 5 seconds upon entering a sector before being able to spam 3 abs quickly and having a base die after the bomber is dead. also I buffed nan1 and nanite max range?
QUOTE Pods--Trying to reduce pod suicides on prox during an attack run? Generally approve of taking lifespan down to 100.[/quote]
moreover trying to make it slightly more difficult to pk on accident upon killing someone. but it's fine if it's more difficult to pk yourself on prox being that I cut max float time in half anyway.
QUOTE Skycap--Worried here. IIRC skycap had troubles with early explosions at 1k proj speed and 10m AOE, this might replicate that. Unless the premature explosions were fixed in a code change? I forget.[/quote]
only one way to find out
QUOTE Starting/total money--Starting money changes will screw with early faction balance, even if people default to high money. Might not be a bad thing, but will be notable. Total--similar comment. Also. The setting you changed is required money for prosperity wins. I am moderately concerned that it was not obvious that the number 72000 has no relation to total money in a game. It's $120k of he3 per side at normal levels.[/quote]
Literally any money setting anybody ever plays on ever will "screw with early faction balance". Any time a different money setting is picked, it affects the balance. and there's like 5 people in the community that will need to make note if it if they want to know exactly how every credit shakes out in the beginning of the game. What the hell is a prosperity win? That's not part of any game mode that I can find. Starting money and Total money are next to each other in ICE just like they are in the game settings. It SHOULD affect the maximum amount of he3 on the map.
QUOTE Other comments:
4 x $500 = $2000 != $4000 != miner
Also, the cash changes in the log aren't in the core you posted on discord.[/quote]
And neither is everything in here the same as it was in the discord discussion that I had literally with myself
It's an exaggeration. 1 payday + 4 cashboxes into a miner and then 2 more paydays in 2 minutes as miner builds? that's basically a miner.
QUOTE Scouts haven't been able to mount pp for years....[/quote]
Guess that worked itself out while i was banned, then. sort of. except it's the same problem with ints you can just fill their cargo with pps since they don't need extra fuel and ammo when pulsing out sbs at their own base/aleph.
QUOTE Core design thing: Aleph res and tech con pushes take significant amounts of money. I always thought spending money to attack was poor design. If you fail, you have nothing to do but camp while getting more.[/quote]
You should be able to win if you have the money. That's the point. I've buffed con push viability drastically between mine nerfs and cons buffs, and made aleph res useful for the first time. I'm not sure what your point is here.