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Facility upgrades #1644
Facility upgrades #1644
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I'm going to have to ask for a removal of upgrading Abno queue.
We do not want to give players more choices on this matter.
Instead, in a future PR, properly weight it with a database.
It kind of sucks to be totally kneecapped as a manager based on whether agents feel like getting abnormalities to 100% or not. |
You will have to elaborate on why "we" don't want to give players more options into diversifying their round. |
It does. I'd like to hear ideas on how to change/improve it; One thing should remain however, and that is earning LOB points for something out of the ordinary (like getting 100% understanding is). |
You will have to elaborate on why a feature that makes game better should be removed.
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It's more or less ready for a merge, all future changes will be just new upgrades and tweaks, which can be done in new PRs. |
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I'm STILL issuing a reversal on Abnormality queue increases.
This could have multiple issues with the game.
- Giving players more options means that they are more likely to pick the meta options every time. This has been proven by our other abnormality queue increase PR More Manager Choices #1434
- 3 is the sweet spot for abnormality choices. If you started with 2 and could only upgrade to 4, I would approve this PR I guess.
- Giving the option if it's SUBOPTIMAL means that players won't pick it, and it won't be used. Giving the option if it's OPTIMAL means that less interesting abnormalities will be picked, and only the usual suspects will.
Cox asked for my opinion on this PR again, and I am issuing a Do Not Merge until this is fixed.
I do not care what some other PR did, because this is not my PR. You should consider playing the game more often to see how exactly it affects it. This point has no value behind it and is a simple "I don't like it".
Don't care. Upgrading beyond 3 costs extra LOB points and is not much more than a meme option. I am not removing "meme options" either, players must have freedom to do what they want. Even dumb decisions.
Okay? Good. See above. The fact that people want to purchase additional queue slots, despite being a "shoot yourself in the foot" option (since you sacrifice actual upgrades for it), means that we have a bit too many of the bad abnormalities, which is something that should be fixed on its own. There's also the fact that managers simply want to have more options on how to handle the round, this includes how many abnormalities they can select from.
There's nothing to fix. |
Pulling this out of the discord issue, if the issue is that our current choice amount works and works WELL, why don't we simply switch it for the ability to re-extract once? Cost still goes up per purchase but it allows the manager to bail out of 1 VERY BAD rotation (or even just one underwhelming) per purchase. You trade consistent buffs like Agent stats and bullet potency for MAYBE 1 better abno. |
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PR updated. |
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Experimental Changes: 2 is waiting.
* Initial changes * Facility upgrades! * Max bullet ammo upgrade + some fixes/tweaks * Fix bulletes * More upgrades, dynamic cost, more LOB points * Some fixes * Fix healing upgrade * Some adjustments * Oopsie * Bonus to earned abno understanding on low agent pop * Display value of heal increase is fixed * Meltdown count scales with agent pop * Extra cores only need the midnight being done in time limit. * Tiny "fix" * Logs console displays understanding level * Agent stats upgrade has dynamic cost now * Agent stats upgrade applies to all living agents on purchase * Oopsie * All conflicts fixed * oop * Command core quick fix * Melt time upgrade dynamic cost * Tiny buff * Command core suppression tweaks * FIX AOE BULLETS * Fixes pale fixer teleport, hopefuly * Records run text fix * Don't swap abnos that are being worked * Assorted twewaks and fixes for records core * qdel check * More core options at the start * Tweak records core * Added connected structures system to abnos; Minor tweaks. * Core suppression "code refactor" * A better core suppression code refactor * Even more core stuff; Added persistent info on cores * Proper desc and run text for day 47 core * This should fix CC core. * Day 47 proper requirements * Minor spelling mistake * Minor fixes to records core * Various fixes * fix..? * Tweaks to upgrades * Manager camera fixes * All keter ordeals * Fix text alignment * Keter requirements only check the agent players * Manager camera + holo commands code improvement * Tiny fix * Training core description is now more accurate * Fix connected structures * Fixes * Training core during Keter is inverted * Keter text fix * PBird perch fix * Command core fix * Insane examine text fix * Nobody Is connected structure
About The Pull Request
Adds facility upgrades to the auxiliary console, allowing manager to spend LOB points on various things.
Has a ton of random content/code refactors along the way:
At the round start the manager has 2 LOB points at their disposal. By working abnormalities up to full understanding, you can earn up to 10 LOB points.
Why It's Good For The Game
Adds more flexibility to manager (or someone acting as one), allowing them to choose a different approach to the round.
Bullets at the round start were rather strong, so that was moved to an upgrade you first need to purchase.
As for Keter cores - this will most likely be the ultimate challenge, the absolute finale.