Comments (2)
let's move this up in priority. lategame revolves around careful use of injects right now, since they're the only source of compounding, since compounding is so crazy powerful, and since larvae are the bottleneck for so many things. basically if you misuse your injects you're hosed, and that's not fun - let's design this as an alternative/complement to injects for lategame progression.
- lore: raid rival swarm. or, discover wild brood?
- use the favicon graphic for the clickable thingy that appears on screen
- possible bonuses on click:
- capture larvae: larvae *= 1.1. cap gains at 10000 seconds (3 hours) of larvae production?
- so, useful bank capped at 30 hours? seems low... not sure.
- this is the important one that changes lategame progression
- ...need more. compounding for other units?
- maybe another larvae-compounding variation, with lower gains, higher cap. ex. larvae *= 1.03, cap at 50000 seconds. tradeoffs in how much to bank!
- capture larvae: larvae *= 1.1. cap gains at 10000 seconds (3 hours) of larvae production?
from swarm.
actually, let's not do this at all. This encourages activity, but it also encourages botting. activity's not really a problem, and "careful use of injects" will soon be less of a problem since their cost won't increase:
http://www.reddit.com/r/swarmsim/comments/2frtef/upcoming_inject_larvae_changes_cost_no_longer/
from swarm.
Related Issues (20)
- document house of mirrors/achievements interaction
- HTML-formatted news posts. "welcome to 1.1.0" news post.
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from swarm.