Mixing bubble types is too punishing #5
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ferrous_sapling/bubble-crawl#5
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Given how orb adjacency works in regard to cooldowns, mixing bubbles of different cooldown length might have too much of an impact on power / damage output of a given placement.
This is especially noticeable when mixing orbs of 2 and 3 cooldown. While these are some of the more powerful types, mixing them tends to be less powerful than going all-in on 1 or 2 "cooldown types". The emergent "type" is nice for added game depth, but it probably shouldn't become the de facto most important factor in placing bubbles.
Instead of all or nothing based on when neighbor bubbles' cooldowns sync up, bubbles could receive diminished benefits from adjacency when the neighbor is on cooldown.
To keep all values involved and produced be whole numbers, we could double the contributions from "synchronized" bubbles instead of decreasing the ones from "unsynchronized" bubbles.
All of this will have balance effects on the dungeons.
Change how orbs trigger neighborsto Mixing bubble types is too punishingas of v0.1.1, bubbles always support their neighbors, even when on cooldown. this indirectly removes the "problem" of mixed cooldowns being too punishing, but it might take too much weight out of the choice between which bubbles to place next to each other