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changes recovery node from giving heals to emiting phero #5518
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Co-authored-by: BeagleGaming1 <[email protected]>
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
I prefer #5517 over this. This isn't a bad idea; but I don't think it fixes the situation where the recovery node can be useless sometimes. |
# About the pull request you can delete this if #5518 gets approved increases value to make recovery nodes heal 8 hp per sec from current 2hp, simple # Explain why it's good for the game Recovery nodes right now are just noob trap, they heal 10 hp per 5 sec that amounts to 2 hp per sec, preaty far from being worth the space, they need 3x3 open area, time efford and risk to heal near them. the PR increases the healing so that it is at least a bit worth it. More tools for players to use means more fun. Even with the buff it is far from OP as even square of 4 nodes heals 32 per second to single target, while needing loads of space resting in middle of that open space and quite some efford to build, also there is hardcap on how many healing nodes can have. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: balance: increases healing node heal from 10hp every 5 sec to 20 hp every 5 sec /:cl: --------- Co-authored-by: vincibrv <[email protected]>
About the pull request
some baseground of changes, balancing straigh up heal is harder as that would use mainly stacked up for frontline rather the nspread out, makes the node emit hivelord recovery level to all xenos 2 tiles from it and drone warding to those 8 tiles away from it
Explain why it's good for the game
recovery node is just shit right now, 2 hp per sec and stuff, this is more complex rework of it that should allow it to make meaningful backline and flank outposts by making area with weeds (needs pylon) and recovery and weak warding pheromones, should encourage placing thease on flanks rather then stacking them on front where you already have pheros
todo add chack for hivenumber to the pheros
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
add: recovery node emits hivelord level recovery to xenos 2 tiles from it
add: recovery node emits drone level warding to xenos 8 tiles from it
del: removes direct healing from recovery node
/:cl: