Make Scyllas immune to Virus, Warcry and Neural Disruption

And be unable to refill ammo/grenades/other consumables between missions, forcing you to go to base between every 2-3.
Which is why to make it really work you’d need to be able to depart aircraft with extra inventory. And then you’d need to be able to trade inventory between aircraft, etc…

Same for 2 hellion deployments - I’ve already shown how to partially bypass such restriction even if it was to be implemented.

Make equipment like ammo and granedaes replenishable. Like you could replenish used ammo and granades. You just wouldn’t switch weapons for no weapons. And armor for no armor. And you would not change your set-up all the time. It would simplyfy your game. You would plan what squads you want in base and go. Would you be prepared for everyhing? No. of course not. But that’s the whole point. You would not have optimal equipment combination for enemies all the time. You shouldn’t have. Your squads shoud have strong points and weaknesses. And that would make the game not “walk in the park”

This game already has this pop-up to replenish equipment after mission. You don’t need any new mechanics. Just block the god-damn armor-weapon slot outside the base and make used ammo/grenades reapear in slots if you click replenish and if you have resources. And adjust costs of weapons down somewhat. Where? It needs to be tested because the game wasn’t tested for no teleportation. Ok you would teleport in bases. But it’s not about blocking all teleportation. It’s about adressing the exploit. And this does that.

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Yes, locked non-consumables outside base would work well enough for teleportation. With downward cost adjustment for all equipment.
…It should at least allow trading weapons inside the team though.

whatever. it’s about addressing exploits for making game more balanced for players who know mechanics. maybe it’s enough to only block weapon and armor at the beginning and see how it plays out. make will points replenishable in some way to not start full all the time. stop helios deployment. Make raiding cooldown or very little resources some time after raid so it would not be profitable.

But do these only for Legend or other Level but not for all players. Coz if you play first time these would significanlty change game actually for worse expierience.

No, definitely do not lock base game mechanics on Legend difficulty only.
Difficulty should be about modifying stats/enemy counts/global pressure/etc, not revamping core game rules.

Teleporting single inventory is powerful, but also frustrating to use (too many user actions). If it’s not a desired feature to properly shape out (as quickswap loadouts), it shouldn’t be a thing on lower difficulties either.

I disagree. It makes game more difficult. You can’t expect do these without knowing the game. So it would end up making some other adjustment to game to adress that. This is main problem. You can’t do that all by dynamic difficulty or whatever they have here. It doesn’t work that way which you can easily see… Making game more simple for new players like teportation (with hopefully strip all button) is good for the game. It’s very good that there is global storage management system.

Eliminating exploits in some set-up is also very good for the game. It addresses biggest issues of the game without any cost really. And what altrernative you have really. Just promise to adress that in 3 years time? Just make mode with these changes (5th level or second waves) and if players don’t like it then strip it. Like balance the game using existing tools and not wait 3 years on magic to happen.

I think lock icons in inventory would be rather noticeable. And it could simply be added to tutorial + phoenixpedia.
Why losing because you encountered Scylla first time is ok, but losing because you didn’t know you couldn’t change inventory outside base is not? I think player would get the second just as well.

Locking all finer mechanics to Legend makes other game modes just a tutorial.
What If I want to play with proper ruleset, but without excessively nerfed soldier stats/buffed pandorans?

Only saying that sometimes you choose practical thing over theoretical one. And practice is this: If you have exploits people will tend to overuse them massively. This Is it always bad. Like you’re forced to raid because of current system. And it just as simple as giving you income from faction per diplo relation to balance this so it would not be free stuff only and but would have alternative cost.

This game has plenty of these small balance issues which are easy to adress meaning you don’t need to create new graphics, panels etc. Only test them. If you’re forcing everyone to use all mechanics you’re not going anywhere soon and in 3 years we;ll be still teleporting instead of resolving this right now at least for some people who want that.

Don’t get me wrong. I love the game. But it’s annoying when you see teleporting without strip all button. You’re just like what the heck. And if you’re goal is to make game better then drop “the game can’t have difficulty mode / with different rules”. Why exactly? Because we want teleportation in 3 years after 10 dlcs?

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Item teleportation is tedious to use without proper UI support. If we consider it an exploit, then UI support will obviously not happen. No need to encourage players at lower difficulty than Legend to use this powerful, but broken mechanic, just remove it for everyone.

You mean strip all button? what UI support you more need to do that. People teleporting right now with this UI. People raid continously. People will use these exploits even if it’s tedious. That’s why you need to adress them in the first place. Because people tend to do tedious stuff if it works. And you want to avoid that. Because doing tedious stuff over and over will repel players in the long run and not grow player base.

But you don’t want to change everything drastically to not throw pandoran eggs out with bath watter. So make new mode/level with some expoloit reducing changes where at the start you list what is different. Don’t change for everyone meaning leave other difficulties as they are. If you don’t have proper balancing team this is great way to do that by community of players itself. They will underestand and back this idea because it’s to make game better with low budget. Don’t say we have no budget so this will be adressed maybe in 3 years when some proper base managment, which nobody wants, will be design. Find solution now! NOW! Now, I sound like the pure.

Yes that soldier might not be replaceable, but he wasn’t needed to win the game anyway. Certainly it is easier with the super-soldiers, but PX has a wealth of options. By the final mission there is plenty of tech available to create a winning squad.

Consider the “ultimate mutation” speedy legs. Those are +5 movement, which is the best in the game. Now all the XP that would have gone into increasing the movement can go into the other areas. Is it the same as the soldier with 20 more missions, no, but it is cheap and instant for a mere 200 mutagens.

For cybernetics there is the technician friendly “heavy lifter” torso. Now that Tech can bring 6 turrets into battle. Maybe pricey, but instant.

From the beginning of the game there is a strategy of a “training base”, which is a base that has >1 gym. With 3 gyms the recruits will reach the “useful” tiers pretty quickly.

For many missions there is the Armadillo/Scarab “hammer squad”. A level 2 heavy with bash can inflict 240 damage with a single hammer attack. These troops don’t necessarily need armor either as they jump out/into the APC each turn. This squad doesn’t work as well when there are lots of unbreakable structures, but for many missions they do and require almost no XP.

And there are haven recruits. While many are level 1, they can get up to level 6. And Anu level 3 recruit will have 220 HP. Higher level Anu recruits cost lots of food, but they are worth it. The other factions don’t scale up in cost like Anu does.

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