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For the drawbacks:
The food costs don't really matter, as that speed can easily be used to acquire more food.
The aging is a good tradeoff, as you either bind it to slaves (making an escape impossible to stop) or to colonist (quickly aging them to death). However, if you bind it to something that doesn't care about aging (for example, a sanguophage) then you got a massively busted pawn without the main drawback.
Adding them to my sanguophage would've not resulted in them getting this effect, as they have the Truly Ageless gene (from Big and Small - Genes & More) that constantly resets their age to 25 years.
You might want to add something to prevent that, as it will result in the scenario outlined above.
And there is always a chance there will be mod that using some diff way that neutralizing effect. Like there is mods that can drop items without checking for spawn incidents resulting in multiple anomalies that intended to be in single amount. There is also ones that allow t destroy undestroyable items ruining the need to research anomaly to remove it from the map. So I can try, but there always be a mod that overriding any of my attempts to balance things.
I think I was the first to complain about the Speedometer, I will try to organise my thought in a cohesive feedback, please excuse my poor English, I'm doing my best:
The concept is good, but the problem is the mathematic behind it, the numbers are just insane compared to anything vanilla can give you. Speedometer mode 6 makes your pawn so strong, it just nullifies any danger. A raid? Just send 1 dude with a sniper rifle, crank the speedometer to mode 6 and watch him turn into a machinegun and kill every single enemy in a few seconds, and if he has any passion in shooting he will gain level 20 almost instantly because he learn so fast
And about the drawbacks ? Chronophagy or Biosculptor (I admit I didn't test the biosculptor) and just use mode 1 outside of battle
Once again, great concept ! But in game, just far too big numbers
My idea is the following:
- Reduce the number, x64 time is indeed fun, but kill any challenge, and speed 1 is already extremely strong as it is
- Why not add a multiplier to forget skill speed too (seem logic and balance a bit the learning speed)
- Augment the time it take the speedometer to readjust when you rotate it or take it off, to make it so you have to commit to it, really feel the aging when you decide to use mode 6 and can't just use it to train your whole squad to melee and shooting 20 in a few days by taking it off
And ... that's just my opinion. For now I personally only use mode 1, sometime 2, but, because it's so strong, I PERSONNALY think it has to be nerfed.
But I'm just a dude, maybe other people think otherwise, or really enjoy breaking the game and just having a power fantasy. Can't wait to see what they, and you, think!
Some balancing out would definetly happen, but If you doing some specific challenge or styled walkthrough, then all values itself is available for editing localy, if needed asap.
There is risk to that, but as long as care is taken to not have the pawn die near important stuff, which is easier due to x64 healing speed, then it's mostly another tool to use.
Even then, there are so many ways to down an OP pawn that I'm not afraid of a berserk supersoldier, especially since the DLC allows to craft shock lances.
At absolute worst, there is a way to make an unstoppable-immovable situation with this mod alone, letting the unstoppable strike for literal days until they fall from exhaustion.