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So, I'm putting this up to be left to discuss the things you all liked, disliked or think should be changed.
Don't worry about hurting my feelings. I want the tough criticisms to know where to look to make fixes.
I did already pick up on some CLEAR areas that need adjusting, and will address them, but by all means, thoughts would be welcome.
First, yes, the big elephant in the room was the Fixer role. I could have and SHOULD have restricted the amount of uses in a day for this role. But I had known already how badly I screwed up number 2 that I overcorrected for it. This role is going to be reworked some with restriction to uses. Probably the minimum sent is going to be increased too, to limit the intensity.
Second, the Genetic Engineer. First, I LOVED the role. It did what I envisioned.... just WAY too powered up. This role is going to get toned down a quite a bit. The amount of and phases this can be applied have to be restricted. I don't mind the presence of multiple poisons and the random chance of cascading, but I will either change this to day phase only, so that the corpo can't poison and set it off same night, or, I will open the risk that it kills a corpo too. Open to recommendations here, of course.
Third, resources. Yes, these are going to catch some flak, but, I like them. i will be keeping them. However, they need a little more clarification on use cases. The other part of it I questioned: should resource changes (outside secret ones like the Fixer) be public? What do you all think about resources overall and how can they be made better? Any roles felt restricted by them? Overpowered by them?
Lastly, i intend later game to have alliances and negotiations. Resources are supposed to be something more intense. I need to work out how the trade system can work overall, but any ideas will be welcome.
Ok, ya'll, let me have it.
Don't worry about hurting my feelings. I want the tough criticisms to know where to look to make fixes.
I did already pick up on some CLEAR areas that need adjusting, and will address them, but by all means, thoughts would be welcome.
First, yes, the big elephant in the room was the Fixer role. I could have and SHOULD have restricted the amount of uses in a day for this role. But I had known already how badly I screwed up number 2 that I overcorrected for it. This role is going to be reworked some with restriction to uses. Probably the minimum sent is going to be increased too, to limit the intensity.
Second, the Genetic Engineer. First, I LOVED the role. It did what I envisioned.... just WAY too powered up. This role is going to get toned down a quite a bit. The amount of and phases this can be applied have to be restricted. I don't mind the presence of multiple poisons and the random chance of cascading, but I will either change this to day phase only, so that the corpo can't poison and set it off same night, or, I will open the risk that it kills a corpo too. Open to recommendations here, of course.
Third, resources. Yes, these are going to catch some flak, but, I like them. i will be keeping them. However, they need a little more clarification on use cases. The other part of it I questioned: should resource changes (outside secret ones like the Fixer) be public? What do you all think about resources overall and how can they be made better? Any roles felt restricted by them? Overpowered by them?
Lastly, i intend later game to have alliances and negotiations. Resources are supposed to be something more intense. I need to work out how the trade system can work overall, but any ideas will be welcome.
Ok, ya'll, let me have it.