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Balance - science start supplies

Discussion in 'Clockwork Empires General' started by mailersmate, Jul 16, 2015.

  1. mailersmate

    mailersmate Member

    Hey guys

    So I've been looking at the start options and the science option doesn't seem to be correctly balanced. The tool tip indicates that its designed to allow an immediate push toward the lab building, but it doesn't seem that you receive enough materials to build anything but a very modest lab. As far as I can work out you have to use 1 of each starting material on the building and the rest of it on the lab equipment, which is fine but it makes it super easy to accidentally lock yourself out of being able to complete the project at the start of the colony.

    I feel like the starting kit needs to either sacrifice a colonist for more material or some sort of field lab needs to be in the starting supplies.

    The other thing was that I couldn't find a non terrible scientist in my initial colonists, which looks like a bug.
     
  2. MOOMANiBE

    MOOMANiBE Ah, those were the days. Staff Member

    I'll admit I was pretty stingy with the science start - the materials it gives are so hideously valuable that I wanted to be cautious with over-providing. Right now it gives exactly enough materials for a -very- modest-sized building and a macroscope.

    I do agree with you this isn't a great compromise in the current term, but entirely honestly science is in such an early state that I'm probably going to wait to rebalance it until we've fleshed out the system a bit more - since I'm going to have to rebalance it then anyway.

    As far as no one starting with a science skill, oooops! That was a mistake on my part, I commented out a particularly vital line by accident. It'll be fixed in the next patch.

    Thanks for the feedback!
     
    Trifler likes this.
  3. mailersmate

    mailersmate Member

    Man do you people ever stop working? The feedback rate you guys maintain is incredible.
     
    MOOMANiBE likes this.