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Thread: Suggestions for the science system.

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  1. #1
    Director of Age Changes
    Join Date
    Nov 2008
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    Suggestions for the science system.

    As we all know Abduct was removed this age, and that caused a backlash in the community.

    I'm not going to suggest a total revamp at this time, and I'm not a fan of the hybrid book-scientist solution that gets thrown around from time to time... but bear with me - we can improve upon the current system.


    1. Abduct attack reintroduced, with base gains reduced to ~2/3 those of Age 76. (subject to debate, maybe even 60% or half the base effect).

    2. Slight bump to scientist base spawn rate, going up to 10% progression per tick.

    3. Diminishing returns start right away (with the second scientist in a category), meaning science has no soft caps. Diminishing returns exponential would start with a less aggressive slope.
    -3a. Base scientist effect could be slightly increased cause of (3).

    4. Current Laboratory effect moved to Universities, as follows:
    Code:
    Universities
    Increase scientist spawn rate by %*4, capped at 100% (25x), not affected by BE.
    5. Laboratories gain the effect of the old Libraries:
    Code:
    Laboratories
    Increase science efficiency by %*2, capped at 50% (25x), not affected by BE.
    (subject to debate, 1.5% base effect under consideration)

    7. Guard Stations go back to protecting all resources: acres, scientists and gold/runes/food alike.

    8. Sage personality removed (for this age at least). Sage has always been a problematic personality that's either 'too good' or 'a waste'/extreme niche based on the meta.

    9. Revelation spell asigned to Mystic, Rogue and Heretic personalities. Amnesia spell asigned to a race (Elf? - subject to debate, after race/personality changes).


    With the above changes to buildings, players get more control over science; Guard Stations (that were turned into an even more circumstantial building by the recent nerf) and the currently 'placeholder building' Universities are put to good use.

    By introducing early diminishing returns of science, being hit with abduct won't feel as devastating, and dedicating a high amount of time to accumulating scientists via abducting won't be as lucrative, while also keeping the option to do so.

    Overall number of scientists would be higher, but their effect lower. This allows fine tuning.
    Last edited by Avenger; 01-10-2018 at 23:35.
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