#Nerf the restrictor and suggestions about it

43 messages · Page 1 of 1 (latest)

turbid fern
#

I've been playing this game for a long time, but I wasn't aware of the restrictor at the beginning. At that time, the Leviathans were bugged. Since I discovered the restrictors, I've been using them everywhere. I cover the map with restrictors and set up my evacuations. I find that this tool is way too powerful and covers a larger area than expected.

I think it could be improved while also being nerfed. It would be more logical and realistic to have to place, for example, four of them in different locations within an area, which would then form a medium-sized restricted zone when connected. The electric discharge could be reduced, but the initial cost should remain the same, requiring multiple restrictors in different locations to make the game slightly more challenging.

#

Nerf the restrictor and suggestions about it

sterile pivot
#

@stiff patrol

mellow granite
#

I agree entirely. Perhaps something similar to Half Life 2's "thumpers". The thumpers would have an area of effect that would scare the antlions with vibrations, but in a smaller area.

#

You could make it like Seane said. That or reduce the radius of restrictors considerably.

turbid fern
#

At now the radius is too high, it's like we ignore Leviathan on game

Maybe we can add behavior on all enemy like if Restrictor is on area or near them they focus the Restrictor ?

#

Like first priority

long nest
turbid fern
#

If one Restrictoris destroyed or the grid loss power, restriction area is off and need to rebuild Restrictor or made more generator.
It's same of transporter emitter in Star Trek, if one is disable the whole of area is disabled

This will allow for occasional security breaches to be sealed more dynamic thing

quick glade
#

How about we get a maintenance update

#

Like the high tech stuff occasionally break down

turbid fern
#

That can be nice too
Like somes custom world event in player building

#

Add more roles to engineers

#

That can complete the idea for the restrictor

#

I think in terms of development, for the developers (being in the field myself), it would be easier to implement a system like the one I proposed for the nerf. Instead of reducing the action radius of the Restrictors, they could, for example, require a certain number of Restrictors to cover an area, depending on the size of the zone.

#

A screenshot from my game and on the Restrictors

long nest
#

Making The Player Research The Restrictor Would Balance It More.

turbid fern
#

^ can be good idea too

#

Add maybe a ground unit that can destroy the Leviathan's tunnels with a charge for add more thing to protect area when Restrictor is not researched

#

Like the helicopter

spring meadow
north fulcrum
#

Limit the player to using 3 restrictors as well could work

simple grove
#

The area of effect pre-buff was absolutely pathetic

#

If I had to change this, I would second the "Research the restrictor" tech idea as it seems to be a specific countermeasure to worm-like creatures that the CERC wouldn't just have on hand

#

And in addition slightly nerf the restrictor range, but nowhere near pre-buff levels

#

Because that was an absolute hellscape

#

Dozens and dozens and dozens of Restrictors with their own generators to guard everywhere

#

Nightmare even

simple grove
# quick glade How about we get a maintenance update

I would rather have infested agents/faction spies (if allowed through screens) to sabotage defenses (Generators, power pole(s), plant explosives on a fence, etc) and make it work through that method instead instead of RNG screwing players over

#

Variety is good but not if it's something the player has no way to counter against

#

Oh look a Juggernaut showed up! RNG decided your rocket turrets have broken down

#

Oh no, the wall and turrets have fallen, your HQ has been destroyed

#

Restart 💀

sterile pivot
#

I’m still watching the debate here with @stiff patrol

#

I want to see as many sides as possible before a future change when we wrap up CERC/Doctrines stuff

simple grove
turbid fern
#

This discussion is made to propose various ideas to be able to improve the entire gameplay related to the Restrictor

I still think that infected people go specifically to attack support structures when it is nearby to open breaches is good idea

velvet shale
umbral mural
#

I'd say shrink it to around mid-sized district (it seems to be large enough to cover about 80% of the entire Ellens Point isle area). This allows you to prevent worms from annihilating defensive positions or areas of interest without a significant engineer/tank presence but still keep them as a pressure point to drive the need to deal with them or win the game.

fun suggesting, make positions with restrictors something of a more priority target for the infected to deal with. A bit like the speaker systems but with a wider draw. This can prevent defenseless spamming.

simple grove