Re: Vampire Discussion!
Fixing vamps are important, as all other units that "permakill" are per definition slow (except scrap bots which are unwieldy nevertheless), rather weak, and really expensive.
Vamps are fast and strong... so they can in effect zero a number of routes.
But given that Vamp convertion is based on a percentage of total kills they make, having the same rate removed from all staff before calculating injured staff shouldn't be taht difficult?
I.e. if 12,5% of the kills are converted, thus the normal injury rate is multiplied by 0,875.
Now I think that in due time, maybe all routes should have one branch with at least one bribing/converting unit.
Already:
Protest (Hypnos)
SO (Cloners, Pol.Bribers, Puppetmasters)
Robo (Scrap bots)
Military (Recruitment Officers)
Fantasy (Zombies, Vamps)
Needs:
Thug
I would propose to drop Arsonists and substitute with something like this:
Instigator Let (bribes)- ***/* **/** [range/medium] INN/NLT/All 42,000 ETA 4 Init 825
You wanna start a riot? These orators can turn a crowd of peaceful spectators into a vicious mob in a heartbeat with choice words appealing to the baser instincts. Not to overpowered for what they do I think?