![]() Given that it seems like admirals and generals are going to be combined into 1 and governors and envoys are going to be combined to another, I'm wondering if the per-class leader caps is going to be used for this given that the converging of envoys frees up that special case for the UI and envoy use rework is going to need to increase the total cap from what it is now (8-12). It makes sense given that in terms of "abilities" or "tasks" each leader can perform, scientists are a bit over-represented compared to the other leaders. I'm interested to see how this leader rework goes, considering that I imagine it's going to look quite a bit different to how leaders work now. The information transfer is made even harder by Envoys acting as their own “special version” that have their own capacity but behave entirely differently from all of the other leaders. Stellaris isn’t always the easiest game to parse information from, but this turned out diabolically bad and difficult to fix. Why didn’t it work?This experiment largely failed due to UX issues. ![]() We also experimented with retaining “wild-card” capacity, so you could always get a few over before starting to run into penalties. ![]() “Over cap” effects would likewise be per-class, so if you had too many Admirals, their progression would slow, but other leader classes would be unaffected. So what did you try?During our experiments we added the ability to have individual leader caps by class, so that General mentioned above would use up General capacity, but Scientists would be governed by their own limit. I mentioned a few things we were planning on looking at back in Dev Diary #302, along with some of the issues we expected to run into. In subsequent patches, we relaxed some of the numbers and added more ways to increase the cap, but it’s still a rather unpopular system that could use some work.Ĭurrently, the presence of a less valuable leader (like a General) takes up the same “space” as something like a Scientist or Admiral, which leads to some unsatisfying gameplay decisions. Class-based leader limits. Why are you looking at this?Galactic Paragons reintroduced a limit to the number of leaders you could recruit at one time, and while it was a soft cap that you could exceed, experience gains were reduced and once you hit twice the cap, all leader experience gain stopped. ![]()
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