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Now I will remove myself from this discussion hoping you'll forge some agreement with Nexii.
Thanks for adjusting the combat formula. I will finish my current game and then give the version a whirl.
Are you able to fundamentally change mechanics like support and eco-damage to make them less ICS-friendly? Sounds tricky.
Here - thats 1 turn before they rush Att. 106 turns to go.. 11 minerals per turn. Pirates are at +1 industry (fund + planned + power + thought police). If you click next turn they will fully rush it.
Well forcing a bigger space between bases does solve a lot of the ICS. And it makes EFFIC more relevant
I think a 100% distance formula could be fine to retain for EFFIC. Here's idea #2 for a simplified efficiency:EFFIC = 1 - (4 - EFFIC) * HQ DISTANCE / 200, min of 25% max of 100%-4 EFFIC would lose 4% efficiency per 1 distance (8/200) from the HQ0 EFFIC would lose 2% efficiency per 1 distance from the HQ+4 EFFIC would have 100% efficiency at any distanceThe 200 factor could be adjusted by map size, but it's probably roughly what it should be for a normal sized map.
Perhaps for SPs they can't be rushed with anything till 25% complete with minerals. I do think that was sort of their intent with the 4x rush cost till 4 rows are complete thing. Only problem was it still allowed rushing the early part, and it didn't really scale up for the more expensive SPs.