Proposal #1. Make all of the energy and heat artifacts less common. I'm picturing a scenario where you get either (not both, just one selected at random) the integrated singularity reactor or the integrated heat negator *guaranteed*, probably located in the top-right AA shell of the LRC lab? (The one with a tile for a single AA that is sometimes empty.) In addition to this, the lesser integrated reactor and integrated dissipator would be elevated to the status of artifacts that are protected by S7 guard (in place of the integrated singularity reactors and heat negators which would no longer spawn in these prefabs). The net effect is that players get less free energy/cooling on average. The benefits of this are more careful consideration of overall build composition, energy use, and heat upkeep; evolving a third power slot becomes more appealing and an interesting build option; Zhirov's AA increases in value, as does Lab's. Players with the subatomic replicator could still replicate the AAs that they do find. That is, unless...
I really don't see how nerfing the energy / heat AA's makes the game any more interesting. I personally don't consider evolving extra engine slots interesting gameplay, they don't *do* anything other than provider power. Utility and weapon slots are where all the interesting mechanics in cogmind lie, and if I have to evolve more engine slots to support the same build, I'm losing those interesting utility or weapon slots. I also don't think they are too common.. I have so many games where I get zero energy AA's and then my builds feel significantly weaker. Also, some builds are so energy hungry that they require energy AA's and those builds will completely disappear if energy AA's are changed significantly, which I think is the opposite of increasing variation.
Finally, if we reduce their spawn rate even further, like GJ said we're going to end up with more CRM's / IR's unless we add more artifacts. Getting 4 CRM's in one s7 feels really bad, and we all know that getting multiple IR's is significantly more impactful than getting multiple energy AA's.
If you want to change energy balance or heat dissipation I would stay away from the interesting AA's. Instead, focus on the fact that coolant injectors are insanely powerful compared to regular cooling systems, or perhaps the fact that energy gen doesn't matter if you carry 5 exp. biowells in your inventory. I think if you can manage to get some AA's that replace cooling utilities or engines you're going to end up with even more interesting builds as you have more slots available to put on other cool utilities or weapons.
As it is of some relevance to the recent discussion, I will highlight a run I just played: https://cogmind-api.gridsagegames.com/scoresheets/zdEEsud7mfcDK3ud7.txt
This is a slow-combat (treads) ++ win, utilizing Alpha Cannon and EMDS for A0
with no S7. I've also previously done ++ without S7 using a treads-multirails type of build. What this demonstrates is that energy-greedy strats are not that necessary for doing extended endgame, at least for combat. Something like flight could possibly need a lot of energy supply, I've done a hover++ without R branches that managed to support its energy costs with a VCR, Imp. Fusion Compressor and energy wells. There are alternatives to beating the endgame than just having a ton of AA support from S7, so maybe it's not necessary for those to be as good/frequent as they are, though you do want S7 to feel somewhat satisfying in terms of what you get, and having it occasionally enable certain types of energy-greedy builds is good.
This is a super awesome run, very impressive. I do agree that s7 is not required to ++, though it is much more challenging to do so without s7's support... that said I don't think that acts as evidence that s7's AA's should be nerfed. In reality your path through the game should be part of what helps you direct your end game build... if I want to go for a very energy hungry build, I should probably go to s7 to get some energy AA's. If I want to focus more on offense (and maybe don't want to run a force field), or maybe have issues with alert management, I could instead go to Lab or T and otherwise skip s7.
- Alert changes
- Gain alert when spotted by a robot, not on killing it
- Gain alert for reinforcement squads on dispatch
- Gain alert for investigation squads only on spot
- No repeated alert gain for the same squad
- Promotes true stealth
- Gives non-combat builds more to worry about
- Removes disincentive to blast robots that have seen you already
- Mass support utils
- Subvert disadvantages of fastest prop types
- Tread on the purpose of prop slots
- Probably could be safely removed
This alert change sounds awesome... I think it makes more logical sense for alert to rise as you get spotted (enemy bots reporting your presence back to MC and all that), whereas killing enemies would "silence" their communications and not affect alert (leaving their superiors wondering what happened)
Mass support utils are interesting in that they are usually not great overall, but if you stick them on flight they enable 2 prop flight builds that have way better energy efficiency than standard 6+ flight builds, or if you stick them on core hover you can use treads as prop armor and fly around at 50 speed. I like these usages but I have to agree that 2 prop flight being the best type of flight feels very strange to me. Not sure what a good solution is here but I definitely don't think they should be removed.
I like the metafield nerf idea that damages propulsion
ughh please no more nerfs that just break parts. Currently it's already somewhat tedious to manage metafield early in F due to energy concerns (lots of toggling until you get something like fusion compressor), this change would just amplify that greatly. Metafield is one of those items that completely changes how certain prop operate (namely looking at hover) and it enables some of the most fun builds in the game... If it has to be nerfed, I would prefer something that doesn't require even more tedious item management... Things like:
* Requiring matter to operate, like a fusion compressor
* Changing the speed increase to be more reasonable, maybe closer to meta fiber
* Causing random heat spikes like corruption effects
* Playing with the overall energy consumption / heat generation balance
If the item just burns out parts randomly it's not going to be worth my time anymore, which would be a shame, because I think it's so much fun. If it's just a slow drain on propulsion then that is slightly better, but overall I'd prefer modifying resource consumption instead of having it consume my parts. Also I can imagine the cheese now where people just run the imprinter all around ZDC till she burns out her prop and they get a free kill... why do I get the feeling there are insidious cheese strats behind the proposal of this nerf?