faatal
Fun Pimps Staff
Already changed that today. Upgrade, repair and harvesting all scale.I think, if this change continues to mutate(can't see how it won't tbh), the glaringly big problem, in the current iteration, is that -75% HP is not also -75% material cost.
I imagine that is an oversight/balance issue that will get dealt with in some way, hopefully soon, but until then I am not base building. Once that happens I can, and will, deal with reduced HP block builds.
Is there even an argument that reduced HP blocks should still require the same material cost? Can't imagine there is, but I'm poking for a try.
We are still testing and thinking about these changes like many parts of the game. I'm currently leaning towards two buckets. 25% (or 33%) and 100%. The 25 being the obviously flimsy/weak/small blocks that should not be stopping anything from breaking through and anyone should be able to look at and say that is not going to protect me.
Bars were intentionally excluded because they are primary window and elevated defenses. Plates would probably move back into the 100%, but we are still discussing. Changing stuff to see what happens is what game development is about and some major changes can and do happen during experimental.