BrotherAriman
Chieftain
- Joined
- Aug 23, 2014
- Messages
- 92
I know it has been discussed a lot in other threads however the point of the exploit-ability of the affinity level was brought up in the most recent live stream as something to be looked at.
And we also know that Firaxis and those who test for them look at these forums from time to time and I just thought it would be good to bring up the topic again for possible solutions to what some consider to be an exploit or broken mechanic.
Some of my ideas are:
1. Swap the level 3 and level 1 purity bonuses, this makes it less available early game to move about unhindered while still allowing explorers to go after satellites or farther away expeditions mid game. However the damage bonus against aliens would most likely have to be dropped down to 10% or so to make it a level 1 bonus.
2. Keep some of the functionality of the current bonus but make it more limited, so for example the explorers will not be attack by aliens as long as they remain outside of a 2 hex radius of an alien hive making it impossible for explorers to single handedly take out nests by simply waiting for the aliens to move out of their nest.
3. Make the repel aliens function an activated ability much like exploration modules. This idea has explorers equipped with a module which when activated works like a smaller ultrasonic fence pushing away aliens that come within 1 hex of the explorer for x amount of turns after activation, this could allow purity explorers to "brute force" their way through wild areas with a large amount of aliens by clearing a path while also allowing them to play an escort role for a group in these particularly hostile areas.
However I would put in a limit that this modules ability to force aliens away from the explorer would not function on aliens within nest tiles as once again we would run into the issue of explorers farming nests.
And we also know that Firaxis and those who test for them look at these forums from time to time and I just thought it would be good to bring up the topic again for possible solutions to what some consider to be an exploit or broken mechanic.
Some of my ideas are:
1. Swap the level 3 and level 1 purity bonuses, this makes it less available early game to move about unhindered while still allowing explorers to go after satellites or farther away expeditions mid game. However the damage bonus against aliens would most likely have to be dropped down to 10% or so to make it a level 1 bonus.
2. Keep some of the functionality of the current bonus but make it more limited, so for example the explorers will not be attack by aliens as long as they remain outside of a 2 hex radius of an alien hive making it impossible for explorers to single handedly take out nests by simply waiting for the aliens to move out of their nest.
3. Make the repel aliens function an activated ability much like exploration modules. This idea has explorers equipped with a module which when activated works like a smaller ultrasonic fence pushing away aliens that come within 1 hex of the explorer for x amount of turns after activation, this could allow purity explorers to "brute force" their way through wild areas with a large amount of aliens by clearing a path while also allowing them to play an escort role for a group in these particularly hostile areas.
However I would put in a limit that this modules ability to force aliens away from the explorer would not function on aliens within nest tiles as once again we would run into the issue of explorers farming nests.