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later on it also gives ordeals, which are special events
if you wanted to prevent people form relying on safer abnormalities, then there are a thousand and one better ways to do it that don't involve punishing your players for doing what they're supposed to do.
-Diminishing returns as the level goes on
-Reducing the ammount of energy safer abnormalities gives the deeper into the game you are
-increasing the time between work periods of abnormalities based on how much energy you've gotten, how much you know about it, and how many items you've already gotten from it.
-Maybe once you've learned everything from an abnormalitiy, it just outright stops giving you energy, or gives you the bare minimum other then it's unique stuff for items.
-Receive bonus energy for doing different work types to each abnormality, encouraging you to experiment with everything instead of doing the same one thing every time
-Completely lock down you're earlier abnormalities once you're further into the game because they can now be fully understood and properly tended too without risk. you can still buy their items with regular energy, but you can't interract with them further.
and so on.
Spawning monsters that kill all your employees should only be a punishment for doing something wrong. Neglecting or mistreating abnormalities, or leaving hallways unsupervised for too long. If you worked at McDonalds and received a punch in the face from your boss every time you made five hamburgers, you wouldn't be too keen on making hamburgers now would you?
again, if this happened because you did something wrong or neglected something for too long, then that would be fine, it'd function as a punishment for your actions to encourage you to do better. The problem is that it doesn't do that, it only happens when you do what you're SUPPOSED to do. you're SUPPOSED to keep the abnormalities contained and happy, but when you do that, the game throws a bunch of random monsters out of nowhere that proceed to kill everyone. It's not even relevant to the story or whatever as far as i can tell, it's just there to punish you for playing the game.
If the bar fills up and there's no ordeals,some abnos have a quiloth meltdown (♥♥♥♥ the orthograph) and forces you to work on the specific abno.
If you continue to play and get after day 15 and all,some abnos will get a -% chance each time you work on them,and the meltdown reset every lowered chances.
but that's just the thing, it's not. it punishes you no matter what. i wasn't even able to beat a level despite tending to every abno i had because those damn monsters kept popping out of the woodwork and killing everyone.
and idk about you, but i vaugely recall this big ordeal about abnorbals escaping and causing havoc if you ignore them for too long? So unless there's some mechanic to permanently lock them down or neutralize them, you're kinda SOL there. i wouldn't be able to focus on the more dangerous, higher-energy ones because then the lower-danger ones would escape and cause havoc all the same, it's completely loose-loose.
Dawn: they only appear on Day 6 and forward -
This is the definition of easy. If you're employees are equipped with anything that isn't base gear, you'll have an easy time with these. If you're dying to any of these, consider equipping your employees with OneSin's gear to make these much easier, micromanaging the active employees also increases their chances of survival drastically.
Noon: they typically appear on Day 11 and forward -
Finally, your first real hiccup. These guys to a newer player will seem quite the challenge due to their effects unlike Dawns which can all be approached the same, these might require you to react to their symbol before you spawn them.
Purple will more or less insta kill employees in main rooms, so have them out in the hallway when they spawn.
Green is dangerous up close, so use guns and such to suppress them as their saw can hit multiple targets and shred health bars.
Red, It's advise to just avoid these as the little guys they spawn on death are more dangerous then them. They are slow and don't deal a lot of damage, so just continue on with your day. If you're gonna deal with the little clowns, have some units spread across the facility, you only need 1 guy to deal 1 with clown.
Indigo, use execution bullets to sweep up clerks before they do. Otherwise your agents should already have effective enough gear to deal with them.
Dusk: they typically appear on Day 21 and forward -
Ok, these are relatively simple. They're all spawners. They all, in some way, shape, or form spawn more little baddies for you to deal with.
Red - He's a little more mobile then his smaller counterparts and does a bit more damage, but he's another easy one to suppress but on his death he'll spawn his Noon tier counterparts. Deal with them the same way as before.
Green - The 4 factories will spawn across the map and start making bots immediately by charging. They can have 15 bots total. It's advisable to not worry about the smaller bots as the factories will just resume spawning if the total goes below 15. They have high hp, but nothing else.
Yellow - This is the hardest of the Dusks. Big worms that move slowly and deal substantial damage to whatever is infront of them. They have no defense from behind and once they reach their destination, they'll start spawning smaller worms. Burst them down before they overwhelm you.
Midnight - they appear on Day 26 and forward.
These are your proper end-game boss fights. They each require their own special strategies as they all act differently, I won't go into detail because odds are you're not talking about these, but these do exist.
It would be much easier to help you if we saw what you had and what day you're on.
Abnormalities like Army of Black and Queen of Hatred would make these much harder as they support Clerks Lives Matter!
Abnormalities like La Luna and Knight of Despair can turn these fights into cake walks while active.
This game isn't designed to be completed in one run. You are meant to start over many times. Each time you restart, you keep any equipment you've collected, any info you unlocked on the abnormalities and any boxes you haven't spent. If the dawn ordeals are too difficult you might need restart to build up some equipment for your employees.
If you're dealing with Noon ordeals (or Dusk) and getting wrecked by them, then you're either not prepared, or just sending units to attack without a care about resistances/damage types. Plus, you can always micro a bit to keep your employees safe.
Also, if a Meltdown triggers a Containment Cell (meaning, it has a red timer on it), sending someone to work on it won't increase the meltdown bar for that work.
But, like many have said, unless we know what day you're on, equipment you have available, etc, it's hard to say "this is what you can improve."
and again again, efficiency means nothing when everyone drops dead before you even get halfway there. Even if my science squad ignored their mission and ignored the faeries that could fulfill that mission, solely to focus on the possessed suit of armour that would kill them if they tried to fulfill that mission, then everyone would /still/ be dead at the end of the day because just the act to doing your dang job causes ♥♥♥♥ to crawl out of the woodwork and murder everyone.
I'm sorry, but i just can not see throwing monsters at you for doing your job as anything more then a punishment and bad game design. Having a containment breach that threatens your employees should be a punishment for BAD gameplay, not doing exactly what the heck you're supposed to be doing.
I think its bad to look at the ordeals as a punishment and not just another thing you have to manage or keep you on your toes or whatever