first of all, let me say I'm not a friend of the investigator at all -
from a game play point of view. Sometimes he makes the game harder - but
sometimes / most of the times he makes it much easier.
To me the investigator is just a random generator that steals you
resources some time in the game. If he gets you very early your cult
just dies - once he got me before I even saw a single producing node!
[0]
Max are you sure that he doesn't come up if you don't have an Adept?
IIRC I couldn't do anything about him, ... but maybe the first thing he
did was stealing my only adept.
> Also: Perhaps the 'investigators' are not keyed to a particular cult,
> they just hunt cultists/corruption in general. That might make it
> interesting- if I commit resources to remove the investigator, I am
> helping my enemies in some small way.
I really do like the idea! The will strength of the investigator could
be global to all, but who he actually fights depends on the awareness of
each cult.
Would give you interesting new strategies, like making him angry and
then hiding your self, leaving the others with the angry investigator.
Maybe lowering the awareness should be more expensive...
Some other ideas about the investigator:
* Deactivate him within the first 5 rounds
* make him only go after cults with more than 5 nodes, or
* make it the probability him taking a node relative to the number of
nodes the cult got. Having the investigator wipe out a cult on his own
is a bit boring, may it be the own or another cult.
Florian
[0] That was the time I wrote the feature request about replaying a
game as I wondered if it was even possible to win :)
What difficulty are you playing on? Normal does tend to be a bit easy
because investigators often wipe out AI. Also it may be that your
strategy is wrong.
> Max are you sure that he doesn't come up if you don't have an Adept?
> IIRC I couldn't do anything about him, ... but maybe the first thing he
> did was stealing my only adept.
When investigator appears his level equals one and that means he can
only kill followers of level one.
The formula for his appearance is like this:
(20 * priests + 5 * adepts + 0.5 * neophytes) * difficulty.investigatorChance)
Where the last variable is 1.0 for normal and 1.25 for hard. So, yes,
if you have lots of neophytes he will eventually appear.
>> Also: Perhaps the 'investigators' are not keyed to a particular cult,
>> they just hunt cultists/corruption in general. That might make it
>> interesting- if I commit resources to remove the investigator, I am
>> helping my enemies in some small way.
>
> I really do like the idea! The will strength of the investigator could
> be global to all, but who he actually fights depends on the awareness of
> each cult.
>
> Would give you interesting new strategies, like making him angry and
> then hiding your self, leaving the others with the angry investigator.
> Maybe lowering the awareness should be more expensive...
I remember that I decided against having free-roaming investigator
because it has many UI and AI implications. I'm pretty bad at
programming AI so I decided to make it simple at first. This idea is
interesting but it will have to wait.
> Some other ideas about the investigator:
> * Deactivate him within the first 5 rounds
What for?
> * make him only go after cults with more than 5 nodes, or
> * make it the probability him taking a node relative to the number of
> nodes the cult got. Having the investigator wipe out a cult on his own
> is a bit boring, may it be the own or another cult.
Um, once again - what difficulty are you talking about? There's almost
no such thing on hard when investigator wipes out AI cult.