![]() There are actually many ways it could be implemented in a balanced and interesting way. That's another option if this feature was added. And if you move a rebel in the third month, there's no penalty for the fourth month. 3 months, maybe? Or simply reduce the penalty by 8% for every month that passes _and_ every rebel moved in? That way, if you move a rebel in in the first month, the second month is only at -33%, and if you move a rebel in the second month as well the third month is only at -16%. If this was added, though, I'd suggest that recruiting after a failed retal be half as likely for 6 months, -1 per rebel that's been moved into the region since the failed retal, meaning that for the first three months minimum (you move the third rebel in in the third month, so on the fourth you've reached the threshold) you've only got half the chance to recruit. ![]() a retaliation, but you also aren't stuck with 0 rebels and just the advisor to do recruiting. That means that you can't easily instantly recover from e.g. That's easy to fix, actually: You can move one rebel out of a region per month (which I think is the same limitation Advent has, isn't it?). However allowing excess rebels (above 13) to be relocated to low population havens would be useful to help recover when shit happens without probably being too strong. LordYanaek wrote:If we could move them freely it would quickly lead to abuses such as (mostly) abandoning a region once alert level becomes high and move everyone to a newly contacted region to immediately run 13 intel. Obviously this applies to the mid game as in the late game you don't care much for an additional engineer but mid game it would probably be a big deal. if you could just swap rebels around you could contact a new region with low alert level, remove most of your rebels from the old one (keeping just enough to detect ambush missions from time to time) and immediately start hunting high value missions in the new regions. VIP missions can be hard to detect with good timing and require a lot of rebels on Intel (especially in high alert level regions as it reduces the efficiency of every job) and you probably don't want to run them in those high alert region as you would get a lot more enemies on the map (enemy activity is directly related to alert level) while ambushes are relatively easy to detect in high Str regions (there is a bonus to detection in high str regions). Once Str becomes high, you loose some missions like High Value Prisoner (VIP), Jailbreak (Rebels+Rookies) while you gain access to troop movement (Column Ambush). Under 4 Str there is no retaliations but retaliations are not the real issue. Wouldn't those rebels still be able to trigger a retaliation in the lower alert level region? Or does advent strength affect chance of retaliations? It would be a lot of work to give them proper ranks I think and while nice flavor, I don't think it would be that beneficial overall. Leveling up rebels is sort of already there it's just RNG based at the end of the month. It would make the strat layer more interesting, just need to keep it balanced. Or move stuff out of high strength regions mid-late game into lower regions to setup an intel spam until the strength moves. If advent can move troops, why can't xcom? Also it would help some issues with getting a haven wiped out, you could more quickly rebuild. Coding wise it wouldn't be hard to add the ability to do it, I think the big part would be setting up some sort of cooldown/time to travel aspect to keep you from just being able to stack rebels in one region. ![]() It opens up potential for exploiting a lot of the strategy layer and so it would require some careful thought about how it got implemented. The hard part is balancing once you do that. Sort of brings back some of the 'fleet' management from the air game. I like the idea of being able to move them around. ![]()
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