Wednesday, August 18, 2021

Proposal: Charging My Lazers

Timed out 1 vote to 2 with 1 unresolved DEF. Failed by Kevan.

Adminned at 20 Aug 2021 06:21:37 UTC

Add the following Widget

Electric Widget
Cost: 10 cogs
Effect: This widget has no effects other than what is described in the rule “Energy Cycles”

Add the following to “Energy Cycles”

Each Worker has a Charge which defaults to 2, but a given worker’s charge is increased by one for each Electric Widget they have on a machine in their line.

in Energy cycles replace

For every Worker, if their Energy is less than 2, set it to 2.

with

For every Worker, if their Energy is less than their Charge, set it to their Charge.

Comments

Clucky: he/him

18-08-2021 02:25:38 UTC

(if someone can find a good way to word the effect so it clearly only happens while the widget is in your line, and isn’t a “yay you added the widget +1 charge forever” scenario let me know)

Clucky: he/him

18-08-2021 02:31:41 UTC

also someone help me figure out cogbots optimal configuration with this

I think its

Boxing Spin, Boxing Spin, Electric Spin, Electric Spin, Cooling Clink, Cooling Clink.

that gives him 4 spins a round, two of which are +1

To give five spins a round, he needs 3 electric widgets. But he also needs 5 total spins and 5 total clinks. Only way to get there with six machines leaves only two spare machines to become electric so there isn’t enough room. So think the above approach is optimal for our “SPIN TO WIN” buddy but I’m not 100% sure.

Kevan: he/him

18-08-2021 10:18:26 UTC

imperial Why is this a Widget with no effect on the Machine it’s attached to, rather than just a Machine?

ais523:

18-08-2021 14:39:45 UTC

<Clucky> (if someone can find a good way to word the effect so it clearly only happens while the widget is in your line, and isn’t a “yay you added the widget +1 charge forever” scenario let me know) ← “Each Worker has a Charge, which is equal to 2 plus the number of Electric Widgets they have on Machines in their line.” I’ve suggested that change in my proposal.

The fact that this takes up no machine space on the line (only widget space) is somewhat concerning to me – 10 Cogs once for 1 Energy every turn thereafter seems like a pretty good deal. Perhaps this is the sort of thing that we could use lemonfanta’s High-Tech mechanic for?

Your Cogbot line is a good example of how powerful this is – it would average 22 Cogs per cycle, which is considerably more than most people are generating at the moment.

All that said, powerful effects aren’t necessarily a bad idea (as long as they can’t be used to break the game) – the power level of the dynasty should go up over time, to help it reach its end. It’s just a question of whether this one is too powerful or not.

Clucky: he/him

18-08-2021 14:51:54 UTC

@Kevan machine space

Bucky:

18-08-2021 19:09:04 UTC

against 3 energy is a massive jump from 2 energy.

Clucky: he/him

18-08-2021 19:22:55 UTC

Is it? A lot of strategies don’t need much heavy energy usage. To use more than 2 energy, you need multiple machines and multiple widgets to make it useful. seems like enough of a space investment that it should stay reasonable balanced.

Bucky:

19-08-2021 15:38:41 UTC

Yes, it is. And I don’t want to see a modification that so easily lets rich players accelerate to multiple times the poor players’ activity.

Clucky: he/him

19-08-2021 16:59:12 UTC

but other widgets already do that. some strategies are just blocked more by energy limits than others.

ais523:

20-08-2021 04:31:26 UTC

against per Bucky