Sorry not to be around the last week. Good bit of stuff going on.
I'll work on the Javs and Lanc. Javs will probably have increased L2 bomb energy required (fortunately you can modify the increase rate on bombs, rather than it just doubling required energy). This should keep the normal Jav viable, but keep the monsters of the present at bay. Lanc will have slower-moving bursts, and perhaps with less total burst shrapnel. I don't think you can adjust the alive time, as it bases it on bullet time. I might be recalling incorrectly, though. I'll also cap the percentage chance for the new WB ability. Shouldn't be able to get it to fire every single time you get a streak, even if you're on a good bit of a roll.
I may consider changing the OP system to giving Ops a much larger number of OP points, but then making the abilities cost more, allowing a finer gradation of OP costs and possible slight increases for the more annoying abilities such as doors. This would also make bonuses from team efforts possible, as it'd be a much smaller percentage. The OP increase rate upgrade could also be more reliable: per-tick, a certain number, rather than a percentage chance of 1 OP showing up.
Still plan on adding that Terr summoning ability. Can't remember if there was another. Oh, right, the Weasel -- anyone think the large decoy array idea had any merit? I think it could work, even if it sounds not so effective from a hypothetical stance.
Anyway, I'll be starting development again a bit at the start of next week. (Not the first test, though; have to get a goddamn root canal.) Also, to Left and ali, thanks for rescheduling earlier so I can see how it's going from time to time.
I'll work on the Javs and Lanc. Javs will probably have increased L2 bomb energy required (fortunately you can modify the increase rate on bombs, rather than it just doubling required energy). This should keep the normal Jav viable, but keep the monsters of the present at bay. Lanc will have slower-moving bursts, and perhaps with less total burst shrapnel. I don't think you can adjust the alive time, as it bases it on bullet time. I might be recalling incorrectly, though. I'll also cap the percentage chance for the new WB ability. Shouldn't be able to get it to fire every single time you get a streak, even if you're on a good bit of a roll.
I may consider changing the OP system to giving Ops a much larger number of OP points, but then making the abilities cost more, allowing a finer gradation of OP costs and possible slight increases for the more annoying abilities such as doors. This would also make bonuses from team efforts possible, as it'd be a much smaller percentage. The OP increase rate upgrade could also be more reliable: per-tick, a certain number, rather than a percentage chance of 1 OP showing up.
Still plan on adding that Terr summoning ability. Can't remember if there was another. Oh, right, the Weasel -- anyone think the large decoy array idea had any merit? I think it could work, even if it sounds not so effective from a hypothetical stance.
Anyway, I'll be starting development again a bit at the start of next week. (Not the first test, though; have to get a goddamn root canal.) Also, to Left and ali, thanks for rescheduling earlier so I can see how it's going from time to time.
Comment