1771
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 19, 2016, 06:11:10 am »
I wouldn't bother with gating the pogroms unless your considerably regressing starting tech. Most players of the mod will be familiar with the concept. Rare is the player that hasn't at least a passing familiarity with what is a core mechanic in UFO, TFTD, and the new games. At least that ends up here.
If you did regress the start to a pre first transport state gating the pogrom is necessary to prevent the score penalty from being merely punitive.
A morality/play-style branching would be interesting. The "evil" branch has more to do with the dark ones(easier destruction voodoo, hellblades, etc). The "good" branch has better non lethal gear and better communion voodoo rewards(less plody converted cyclops).
A savenger "roadwarrior" style with faster craft repair and more things like the junkmaster and focus on low tech gear. However less craft hitpoints and miss out on higher tech ammo.
A brainer "tech" style with easier high tech access by eliminating some prerequisites. But you pay a premium in production costs and need to build "experiments" so sacrifice runt time.
If you did regress the start to a pre first transport state gating the pogrom is necessary to prevent the score penalty from being merely punitive.
A morality/play-style branching would be interesting. The "evil" branch has more to do with the dark ones(easier destruction voodoo, hellblades, etc). The "good" branch has better non lethal gear and better communion voodoo rewards(less plody converted cyclops).
A savenger "roadwarrior" style with faster craft repair and more things like the junkmaster and focus on low tech gear. However less craft hitpoints and miss out on higher tech ammo.
A brainer "tech" style with easier high tech access by eliminating some prerequisites. But you pay a premium in production costs and need to build "experiments" so sacrifice runt time.