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Okay, so it's 8 days if you get the rare pawn I would actually bet most people have not even met, let alone rolled one of the harmless varieties if they did - and dose them with serum and stand drafted by the obelisk as the timer runs out to immidiatelly start the study every 47 hours - you can get to deactivation in 8-9 days.
I know this sound argumentative, but you made it sound like "Hell, you can just deactivate it in a week", while it is more of a "Rolling natural 20 three times in a row" situation.
You also don't need to watch the obelisk. Set them to auto-suppress and auto-study. Just press the check mark on the obelisk and your colonists will handle it for you. Compared to similar jobs, they seem to have a preference for handling anomaly work first. So suppressing an obelisk will happen before they suppress slaves for example.
You also don't need a harmless, or even willing, special joiner to show up. Mine wasn't. If they leave, just arrest them and re-recruit them and you get them permanently. If they turn hostile, capture them and recruit them like a normal prisoner. Betrayers are the most reliable way to get new colonists because their betrayal only fires once and no other negative events are setup to fire after that. Same is true for clones.
Ah, no, you missed my point, to get to 8 days, you literally can't afford more than a second, so a pawn MUST be at the obelisk and manually ordered to start research while paused the second the timer runs out to reach 8 days. While on void serum and void genius (Or what is that one called). This you cannot automate, or you simly can't do it one the time presented, but more like 10-12 days, depending on the timing, raids, event, even with rpiority 1 and yes, the natural preference the pawns seem to have for it. Honestly, I am not sure why am I even arguing this technicality, as 8 and 12 days is not a huge difference in the grand scheme, I just think you are triviliasing it a bit too much, without considering what a less lucky run might look like.
By bugs I meant certain, erm, parasite that can easily take many of your colonists. Which also tends to tear the pawn apart if you try to reject and capture them, even after getting rid of the loyalty. Anyhow, I just meant that the "joiner" with special power event is pretty rare. Then getting a particular pawn you need for this is even more rare. And getting one that is not a secret nuclear bomb is even more rare. In essence, so rare you can't count on it happening. EG. 12 years of my current colony, I have encountered that research trait once, and yes, it was a gal that wanted to spread the "bugs".
Anyhow, personally, my problem is as I stated, that the obelisks always come again almosts isntantly and you have to research them again as if you never ever seen them before. I'd prolly be okay with -75% research speed or just falling down already researched so you can use or deactivate as you wish. Or hell, on the third appearance at least. You could say the same for the cube - but the cube doesn't appear again every season and the effects ithas are not random at all so it's kind of different.
I think mutations are all around 3% pain each? Something around there. They're about as bad as an itchy scar. They won't trigger pain shock on their own unless you're stacking them on a Wimp.
The raid spawned by obelisks is roughly equivalent to a 1x sized raid, so you should be able to comfortably handle it.
As for the metalhorror fear, if you're worried about it just recruit them, jail them, interrogate them a few times, and then you're in the clear.
I'm worried that you're trying to rhetorically make a mountain out of a molehill and you're going to scare a bunch of new players like that. It's honest to goodness not that bad.
And the metal horror is trickier than you make it sound too. They turn hostile, you do any damage, they explode and the horror comes out. Which you can take care off, but it's not that helpful unless you were stocked with ress serum.
Bust as I said, it indeed is not a mountain, it's just very eyerolling for nor reason, much like the non-water-related short circuit event for example, considering the frequency of the obelisk events (which seems to be extremely high unless you already have the obelisk).
Look, I'm just unhappy, because right before reading this topic, I had an amazing streak where every single interaction with obelisk lead to mutation. Obelisk I already researched and deactivated good 3 times, if not 4. This leads me to the opinion that you shouldn't have to start the research from the start everytime, at least reduce it by 25% everytime you finish research / deactivate the obelisk on the same freaking obelisk type or some such, especially considering the obelisks seem to have higher priority to be on the map than most of Anomaly.
I will say having multiple sanguinophage clones spawn with the special end buff from the void as well as death denial stacks can be hell, especially with a rogue diablos running around lol. Definitetly deactivate those before doing anything that pops up with a warning. All the ones that spawned bleeding out or dieing to an infection sure went easy though.
But the Anomaly is still young, guess will have to play a lot more to definitely say whether I'm being very unlucky here or you very lucky, but at this point it feels kinda like getting Solar flare 10 times per season - sure you can deal with it, but it's not very fun, haha.