Galgus
Emperor
- Joined
- Aug 22, 2012
- Messages
- 1,705
This is less of an expansion and more of an upgrade to Rising Tide's features
A. Use a Recipe system for artifact rewards, where every artifact has one "recipe" requiring certain types of artifacts and a unique reward.
B. Every artifact reward would be tied to one artifact, and vice versa. For example, a Frontier Stadium would require a Jowler Ball Field Set and two Old Earth relics. Recipes be shown as the player acquired their main artifact, and would consume the main artifact as well as two others.
This could follow the traditional Earth/Earth/Earth and Earth/Alien/Progenitor format and use untraditional A/E/E requirements.
This would require many new artifact rewards to be created, which could have many possible effects.
Additionally, I would rebalance the artifacts around the strongest ones, like Drone Sphere and Warp Spire, with much less rigid adherence to the building/ wonder / playerperk / unit bonus effect sorting.
To rebalance risk and reward, the global "one of each" limit on artifacts would be removed, but Aliens would be far more likely to kill explorers.
Players would need to escort them and sometimes even build early armies to secure artifacts first.
C. This would add much more variety to artifact rewards, both in balance and in the sheer number of possibilities.
It would also make Aliens a meaningful threat and give players a reason to build early armies to protect explorers from them - other sponsors may seize the artifacts if the player puts it off.
Finally, this would greatly improve both the clarity of the artifact system and the uniqueness and flavor of individual artifact rewards and artifacts.
I think players would enjoy deciding what recipes to complete and what recipes to abandon for components.
D. The negatives would be the need to both design many more bonuses and to properly balance them.
I think this would be easier with the building / wonder / playerperk / unit upgrade sorting abandoned and designs made in a more freeform manner rather than sticking to a quota.
In particular wonders are often just playerperks you need to build something for and unit upgrades are extremely hard to make both balanced and satisfying.
A. Use a Recipe system for artifact rewards, where every artifact has one "recipe" requiring certain types of artifacts and a unique reward.
B. Every artifact reward would be tied to one artifact, and vice versa. For example, a Frontier Stadium would require a Jowler Ball Field Set and two Old Earth relics. Recipes be shown as the player acquired their main artifact, and would consume the main artifact as well as two others.
This could follow the traditional Earth/Earth/Earth and Earth/Alien/Progenitor format and use untraditional A/E/E requirements.
This would require many new artifact rewards to be created, which could have many possible effects.
Additionally, I would rebalance the artifacts around the strongest ones, like Drone Sphere and Warp Spire, with much less rigid adherence to the building/ wonder / playerperk / unit bonus effect sorting.
To rebalance risk and reward, the global "one of each" limit on artifacts would be removed, but Aliens would be far more likely to kill explorers.
Players would need to escort them and sometimes even build early armies to secure artifacts first.
C. This would add much more variety to artifact rewards, both in balance and in the sheer number of possibilities.
It would also make Aliens a meaningful threat and give players a reason to build early armies to protect explorers from them - other sponsors may seize the artifacts if the player puts it off.
Finally, this would greatly improve both the clarity of the artifact system and the uniqueness and flavor of individual artifact rewards and artifacts.
I think players would enjoy deciding what recipes to complete and what recipes to abandon for components.
D. The negatives would be the need to both design many more bonuses and to properly balance them.
I think this would be easier with the building / wonder / playerperk / unit upgrade sorting abandoned and designs made in a more freeform manner rather than sticking to a quota.
In particular wonders are often just playerperks you need to build something for and unit upgrades are extremely hard to make both balanced and satisfying.