Sleeper Service wrote:Combat Augs and Power
Maybe three combat augs is pushing it anyway...
Unless they are defensive augments.
"Overcharging" augments is also a horrible idea in retrospect.
A single combat augment plus hacking is also completely broken. For example... Radiation projector and hacking on the enemy's medbay.
Or that plus an Effector weapon... Oh God.
If you wanted to though I don't think it would actually be that difficult to implement rising power costs for using multiple combat augments.
You could just have the first one cost (-2 power),
--> Choosing to activate the second one would immediately remove another (-5 power)
---------->Choose which 2nd combat augment you want
------------------>Choose to use a third combat augment (-10 power)
-------------------------->Choose which 3rd combat augment you want
------------------>Change your mind (clear +5 power)
---------->Change your mind (clear +2 power)
Or something like that...
Of course the Internal generator is what you were using to even give the player the option of choosing another combat augment so you'd probably have to use a ton of different lists otherwise wouldn't you...
The fact that it could crash the game is also something to consider. I don't think testing how much max reactor power a player had would fix the possible crash in an ion storm either. (actually it might actually restore the player's power when I think about it which is also not desirable...)
And also there is the fact that it makes combat augments in general less practical. And why would you want to use 3 combat augments anyway? Most of them are defensive anayway so if you are having to activate that many you are probably screwed!
Perhaps it should just stick to an event thing then or something for a combat augment that lowers yours or the enemy's reactor power.
Sleeper Service wrote:Russian Rockman wrote:Yeah I figured that out, is that an AE thing?
Nope, that was there before.
Derp...
MISC STUFF
- Chain/Charge Effector weapon... seriously.
- This is what I was talking about when I said forcing blue options...
<choice req="hacking" lvl="1" max_group="0" hidden="true">
See... What is "max_group"??? - On the subject of Combat Augments... The Radiation Projector I think should also limit the enemy's medbay to 2. This is not an OP change because the enemy can still stay alive and heal a little bit with a level 2 medbay. It just wont heal them instantly like a level 3 medbay does. The only thing it would do is prevent them from doing that weird behavior where they run in and out of a level 3 medbay.
- Have you thought about combining the Adv. Proximity Navigation and Advanced FTL Navigation augments? Into an augment that improves your computer's both long range and close range navigation? I would consider keeping this one around more. Several more options for Advanced Proximity Navigation would also be good.
- I still think that your On-Board Clone "Lab" could still be added back into the game as a way to create crew with starting skills. And probably not for extra time (since the normal Clone Bay can clone an entire person in seconds). It should be considered an ethical controversy though, and have a possibility of making your other crew members leave, "but at least you have an obedient programmed clone to replace them," or perhaps the clone will Rebel against you sometimes... Or maybe it could just remove one of your crew and replace them with a crewmember and it wouldn't actually be a "Clone" at all, more of a "mutant." Only problem with that one is you couldn't differentiate between crew other than by species.