So some have propossed to the moon and back the inclussion od second wave options, or custom difficulty settings. So I guess in this sense this is yet another post on the matter.
What is different I why I came back to the same old issue? Well I thought It would be useful to take a more practical and specific approach. Taking a look to what settings have been tuned in mods. And also because nothing has been done or discussed on this matter in the lasts months, so I thought it would be nice to remind the devs we are still waiting.
Those options, that the player could enable or disable could include for example, maybe some other players have some other suggestions that can be included or can discuss about the ones I presented:
Positive or negative effects as the HPC goes down (the ODI had this).
Fabrication plants generate material per day.
Research labs generate tech per day.
Tune the death rate of havens caused by starvation.
Tune recruit’s spawn rate at havens.
Tune haven attack rate from factions.
Stop one faction overrunning another.
Tune haven defenses to make destructions more or less likely.
Tune the number of personal abilities.
Remove the cap on mutation and bionics.
Give Phoenix Point the blueprint of all independent gears.
Some of the most popular mods of the game have this feature. So it is quite obvious players like it. Also is easy to see why more personalization, and cool looking soldiers is something that has a lot of appeal.
Now you can say it is not very lore friendly, but is it? "
Why? The game works that way now, but there is no logic reason besides balance to have this rule. The player can use tech of the factions, and has access to mutations and bionics.
Limiting the players access to bionics and mutations is done only for balance and difficulty, not because it has any real in game sense. And this is precisely a proposal to tune balance and difficulty. So, yes, I think it makes total sense.
It is also a weird line of reasoning to say I dont like it, therefore I dont want anyone else to have this option.
Actually, I think what he’s trying to say is that if you have that option you should also have a mechanic that slowly turns your operative insane, since that’s what full bionics/mutation has done to the Pure/Forsaken.
Though I’m with @MadSkunky on this one - if it’s an optional choice, it’s no skin off my nose if someone else wants to do it. I can simply opt not to turn it on.
I could see the base game having a mechanic for adding some kind of “bad effect” instead of a hard-lock for bionics and mutation. And having a difficulty option to deactivate these effects. As it is now, just having an option would be cool enough.
Reason that I don’t like it is not so important (btw how did you take that out from my post?)… For me more important is that:
it is against lore,
it is against logic of humans being sane,
it is against balance.
As a designer I would not allow such modification as something available in standard custom settings. There must be some consistency in the game mechanics. Otherwise we can think of all kind of cheat possibilities to enable just with a tick in the options. If people like it they could look for a mod to change that.
I don’t get it, why you try to argue with “you don’t like it”. There is much more things that I don’t like, but I don’t write about them just because I don’t like them.
Again, I’m mostly with you, nothing to argue here, except that I can live with any option that they implement. I really don’t bother because these are just options that players want to have.
Balancing is important, no matter what, but we still talk about a single player game and when players want to have some unbalanced settings and the devs want to please them, well, as long as it is only optional I have no problem with it.