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New Alien Khammander management

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I feel the overhaul of the khammander tech tree, and management in general, is unfairly punitive.

The new system denies the khammander (and commander) any res, so they can't go gorge at the beginning: this requires them to create expensive drifters to build anything at worthwhile speed. I can foresee games where a player jumps in to be khammander to start the game, then jumps out so another player can go gorge, and jump in. Sure the original player will be skulk for a longer time, but what problem has been solved here?

I really dislike this new model where you have to build each structure so you can research the various species upgrades. I rarely place whips, so now I have to place one in order to research leap. I don't see any reasoning behind this. I suppose the thinking is that this is offset by both upgrades being available when they're researched for the species. I guess this is just an adaptation problem, but it doesn't feel right. Last build took some adjustment, but made sense to me. This one doesn't.

Honestly feels like the devs are throwing different models at the alien khammander model to see which one sticks best, rather than having a cohesive plan. Isn't this game out of beta?

C.

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