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[PR] Removes the ability to emag cyberogans with damage
#14
(07-22-2023, 04:37 AM)CalliopeSoups Wrote: I think seeing the argument from either side in a "robust players will move on it doesn't matter" sense is missing the point. Nerds aren't evil or based entities looking to abuse stuff (most) they just highlight what's strong, which is useful.

I think this isn't a discussion we should be opening here. We got two server rulesets and few but extremly significant mechanical differences between them which results in very different gameplay experiences. And both have very different requirements in their balance and game mechanical strenght due to this. One requires powerfull, work-intensive but varied tools, the other one requires a very equal-fielded powerlevel.

If we open a discussion about powergamers running stuff into the ground and if we should balance around their behaviour, we should maybe do this in its own dedicated thread.

But on-topic, like i said before, that is a valid emergency-fix, but we should afterwards brainstorm on how we enable robotocists to better support people. I am currently thinking about buffing synthorgans. They require interdepartmental cooperation, which should lock out most classic players from doing them every round. And botanists cannot easily transplant them because they are lacking tools.
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RE: [PR] Removes the ability to emag cyberogans with damage - by Lord_earthfire - 07-22-2023, 07:27 AM

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