Author Topic: [Discussion] Scouting  (Read 11389 times)

Offline kasnavada

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Re: [Discussion] Scouting
« Reply #30 on: June 08, 2015, 01:52:30 am »
I don't think the adjacency bonus you want to fit there would a make combat system fun in a 4X (range bonus being the worst part of it), because I've only seen it been fun in games where your defenses are expected to crumble when you start taking hits - or when you don't get hit ever. And because tying that bonus to the scout building would increase the chances of "locking" the current combat system in place.


If you want to give the scout another military bonus, I actually proposed it somewhere above.


PS : also, while I didn't say so in this thread, something bothers me in the current exploration. I can't really pinpoint why yet - but I tend to leave it automated. I don't think it's the point.
« Last Edit: June 08, 2015, 08:31:41 am by kasnavada »

Offline wwwhhattt

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Re: [Discussion] Scouting
« Reply #31 on: June 14, 2015, 05:10:39 am »
I find that I always end up building teleporters next to the scout camps when they can't scout any more - how about giving scout camps the same abilities as the teleporters? There might be some points where you'd want to build teleporters quickly and cheaply, but as far as scouting goes the to build teleporters seperately doesn't seem to add much.

Offline nas1m

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Re: [Discussion] Scouting
« Reply #32 on: June 14, 2015, 06:03:20 am »
I find that I always end up building teleporters next to the scout camps when they can't scout any more - how about giving scout camps the same abilities as the teleporters? There might be some points where you'd want to build teleporters quickly and cheaply, but as far as scouting goes the to build teleporters seperately doesn't seem to add much.
I like that idea!
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