On 05/10/2012 07:32 AM, Philippe Tetar wrote:
> Hi,
> <> Change sleep power state => 20% of discorery rate instead of 50%.
>
> This enhancement increase the utility of sleep mode, and allow players
> to take more risk. It balance the gameplay to avoid long period with a
> lot of discovery, whereas every bases is sleeping. The safe (and
> patient) way become easier, but I consider it as bad option. Of
> course, it doesn't make the game too easy.
The problem with this is that it will encourage people to min/max sleep
times even more than the current situation.
I think the right solution is to do something like this (perhaps 25%
rather than 20%), but also to add a new state, something like "warming
up," when going from sleep to a fully-wakeful state, where the amount of
CPU the site provides steadily increases, but it /immediately/ jumps to
fully discoverable. This would encourage people to keep systems 'sleeping'
for longer rather than just constantly cycling them.
> <> Balance menial jobs
> => Increase money gaining at game start with menial jobs from 5 to
> 10.
> => Increase the amount to perform Personal Identification from 300 to
> 750.
>
> The goal is decrease the advantage of player who update early the job
> task (menial jobs to basic jobs). Before, basics jobs can be
> researched fewer than 4 days and grow by 300% money gaining. It's a
> very lucrative way and players are strongly penalized if they don't
> choose it. It can save 75% of CPU spent to gain money. All players
> don't know this opportunity.
This, on the other hand, seems like a straightforward win.
We haven't done a lot of balance work because the game's still pretty
incomplete, and there's not a lot to be gained by tweaking a whole bunch
of things only to have the core balance shift out from under the player.
That said, the above tweak is very easy to make, so it's not exactly
costly from our perspective :)
P