[1.04b7] Subvocalizer Towers nerfed hard by production penalty

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demiare
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[1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by demiare »

A tiny 6% production penalty from cult reduce Subvocalizer Tower output from +2/+2 morale to +1/+1 morale. So 6% suddenly turning into 50%. Very fair! [:D] IMHO it's too much for artifact from Great Republic era.
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GodwinW
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by GodwinW »

Agree. And for all similar cases.
demiare
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by demiare »

Tier 1 of Soil Demetalization Facility also hit hard by production penalty - instead of 1 Radioactive you will get 0.
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Malevolence
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by Malevolence »

There are no production points. This is one of the few design elements in the game that does not use a resource faucet/sink model.

Therefore, the regime wide, percentage production penalty creates high variance with respect to prediction. Any small change (1%) ripples through the system creating significant and widely varying results.

If an asset (or any game object) uses small absolute values and small ranges (-2, -1, +1, +2) the impact is significant.

An example was the two (2) turns to complete construction. Global 1% production penalty, caused a full turn delay in construction. It was a very significant penalty given that small range.

My advice, remove the global production penalty as an effect and replace it with something that fits the current design--a penalty to some resource faucet/sink value. Industrial points come quickly to mind, but there are many others. The game is filled with X Points, and X Bonus Points.
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demiare
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by demiare »

ORIGINAL: Malevolence

My advice, remove the global production penalty as an effect and replace it with something that fits the current design--a penalty to some resource facet/sink value. Industrial points come quickly to mind, but there are many others. The game is filled with X Points, and X Bonus Points.

Or simply set a condition : penalty is turned to 0% if value it should affect less then 10 :)

So in worst case we will get 10% penalty. It's acceptable for me.
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Malevolence
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by Malevolence »

ORIGINAL: demiare

Or simply set a condition : penalty is turned to 0% if value it should affect less then 10 :)

So in worst case we will get 10% penalty. It's acceptable for me.

That still misses the magnitude. The developer's first fix was actually very good, but such "condition" responses are very localized to the game element being tested. For example, as you suggest, a 10% penalty to 2 turns is damn painful. We aren't using floats here, we are using integers. You can't penalize 0.2.
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demiare
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by demiare »

ORIGINAL: Malevolence

That still misses the magnitude. The developer's first fix was actually very good, but such "condition" responses are very localized to the game element being tested. For example, as you suggest, a 10% penalty to 2 turns is damn painful. We aren't using floats here, we are using integers. You can't penalize 0.2.

You don't understand my idea. My idea is to free any type of income less then 10 from this production penalty at all. Almost all public facilities in game have output 10 or more so they still be affected, but even in worst situation (basic output is 10 like a Cloning Facility) player is losing only 10% of maximum output.

I only ask to protect only a few RARE buildings from being over-penalized for having a cult in your borders. Because losing 1 from 2 (Towers) or losing income completely (Soil Demetalization Facility, tier 1) is both unfair and confusing to new player - how mere 1..9% penalty could lead to it? [:D]

As for construction - it's irrelevant for me. Both initial penalty of +1 turn and current one is fine for me.

P.S. 0.2 is already not integer so I could easily make it 0.18 :P But I get your idea.
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Malevolence
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by Malevolence »

I understand you. I'm just cautioning against something that only helps you personally.
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Vic
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RE: [1.04b7] Subvocalizer Towers nerfed hard by production penalty

Post by Vic »

The solution to this is to make fractional production round up/down based on random chance.

I'll get on it. But probably not for the new open beta for today.

Best wishes,
Vic
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