Cogmind > General Discussion

Alert lvl getting too high too fast using launchers?

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Kyzrati:
True, though the difficulty already increases in other ways as well--do we really need the alert to go up faster, too? Combat runs already have enough alert to deal with, not to mention wall destruction is more rampant in later floors with more powerful weaponry (and larger explosions), something that would already increase over Beta 3 levels if retaining some amount of alert from AOE.

zxc:
But difficulty is fun

Happylisk:
For whatever it's worth, I had a winning run yesterday where I triggered high alert for the first time ever.  It happened in -3 and I wasn't using launchers.  However, I facerolled -3 with this squad, which is probably what did it.

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I see the value of the cetus reward - you just gotta be prepared to deal with the consequences!

Kyzrati:
For the next release I decided to go with depth-based value, which will result in lower value for most of the complex than what it is currently, even zero value at the lowest two depths.

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