Poll
Question:
Choose 3: Which aspects of the game should be focused on first?
Option 1: Internal Relationships/Moods
Option 2: Colony Government/Laws/Ethical Decisions
Option 3: Combat/Raids
Option 4: External Diplomacy With Other Colonies/Groups
Option 5: Weather/Temperature Survival
Option 6: Long-term Colonist Happiness/Recreation
Option 7: Colony Interaction W/ Overarching World Map
Option 8: More Usage on Art/Research Skill
Option 9: Electricity/Architecture Options (Blast doors, upgrading, etc.)
Hey everyone. I know this has already been touched on by Headshotkill, but Tynan had mentioned that he'd like the categories to be subdivided a little further. I've done my best to compile the ideas from that thread into 9 options above. You get 3 votes, so you can vote on the top 33% of your list.
The original thread is here:
https://ludeon.com/forums/index.php?topic=6622.0
Also if there's a way to formally credit Headshotkill for the ownership of this thread I'm 100% on board with that. Just wanted to redirect the conversation as requested.
If there's something I missed and I can add it to the poll after, I shall do so at the request of other users if there are a few people behind the idea, or you can throw them into the posts below.
I should also mention that I am not a coder and have no idea which (if any) of those options are actually possible within a reasonable chunk of time, so I leave that feedback up to people who know better.
Woot! I was hoping to see an expanded poll. Voted! :D
Personally, what I would like to see in the (maybe distant) future is an emphasis on the colony itself being a safe place for the colonists (or at least being dangerous in a different way), while the rest of the world is a dangerous place.
Right now, besides the random raids, the world itself isn't especially dangerous. You could have your naked colonist effortlessly swag naked across the entire map to pick some berries if you felt like it. Diseases were a good start, but I feel like we need much more.
Stuff like dangerous wildlife (ideally unrelated to random events). Minor threats that anyone with a pistol could handle, like enraged deer. Medium threats that would overwhelm your lone pistol-wielder, but would fall to 2-3 guys, like big, durable, aggressive herbivores, or fast, extremely deadly predators. Major threats that your colonists would run away from when they saw it, unless they were well-prepared, like, I don't know, elephants, or rhinos, or even space-dinosaurs; go nuts.
Weather! Heavy rain, even in temperate zones, can be dangerous. It may not kill you outright, but if you wander around completely soaked for a day or two, you're going to be extremely unhappy, and you will eventually manage to kill yourself. It's a little silly, but no more - I think - than having people die of starvation right next to an endless supply of berries that they haven't explicitly been told to harvest.
Temperature! I don't have any good ideas for hot regions, but cold biomes would definitely benefit from having just traveling outside of the confines of the colony carrying the risk of freezing to death. Add weather to this, and you can have your guys be caught in a snowstorm far from the colony, only to have their trek back be so slowed down by the weather that they may have to just build a shelter and wait it out, to keep from freezing to death. Of course, you should be able to protect yourself through clothing or other technologies.
And, to supplement all of this... well... this is where I would put my long post extolling the virtues of fog of war as a game mechanic, if it wasn't so incredibly long. Suffice to say, if the rest of the game world were made more dangerous, the fog of war would further help colonies feel like a safe place. Also, many other things... but again, too long a post to pretend it's on-topic here.
Basically, I would like to see more external conflicts, innate to the basic world itself rather than special events.
it would be nice to set up social "experiments".
what is "legal", what is a "crime", personal conflicts, tyranny of the majority, moral dilemmas, etc..
people are complicated. they shouldn't act like single-minded ants or bees.
a simulation of a colony without the social dynamics involved plays like a tower defense on an endless siege mode.
it should be all about the "story" of a colony, not the X amount of random raiders they killed.
Quote from: keylocke on October 08, 2014, 06:53:21 PM
it would be nice to set up social "experiments".
what is "legal", what is a "crime", personal conflicts, tyranny of the majority, moral dilemmas, etc..
people are complicated. they shouldn't act like single-minded ants or bees.
a simulation of a colony without the social dynamics involved plays like a tower defense on an endless siege mode.
it should be all about the "story" of a colony, not the X amount of random raiders they killed.
+1 on this.
Also, thanks a lot for setting up this poll.
@stefanstr
er.. wrong quote, me thinks?
Quote from: keylocke on October 08, 2014, 07:00:08 PM
@stefanstr
er.. wrong quote, me thinks?
Nope, correct quote. I am also interested in the social part of the game and having some kind of legal system might be intriguing. And the "thanks" wasn't directed at you, obviously...
Quote from: keylocke on October 08, 2014, 06:53:21 PM
it would be nice to set up social "experiments".
what is "legal", what is a "crime", personal conflicts, tyranny of the majority, moral dilemmas, etc..
people are complicated. they shouldn't act like single-minded ants or bees.
a simulation of a colony without the social dynamics involved plays like a tower defense on an endless siege mode.
it should be all about the "story" of a colony, not the X amount of random raiders they killed.
See I'm inclined to agree with this because to me it strikes the balance between having good, manageable, intriguing internal conflict without descending into having relationship complexity that The Sims would envy. The problem is without introducing those relationships, some of those decisions might be cheapened. I.e. how much does it matter that I'm kicking poor Sophie out of the colony if in my mind, all I'm losing is labor. How much more compelling is it if it's someone's daughter or wife or sister or something? Just food for debate/thought.
And everyone saying thanks, you're welcome, just glad to help. Again the poll is kind of Headshotkill's idea.
Honestly if there was a way to implement internal relationships or internal struggle or some kind of idea or what not, it would greatly enhance the surviving aspect.
Quote from: Simulacrum on October 08, 2014, 03:31:38 PM
- snip -
Temperature! I don't have any good ideas for hot regions, but cold biomes would definitely benefit from having just traveling outside of the confines of the colony carrying the risk of freezing to death...
- snip -
For hot regions, in order from minor to major, we could have sunburn, dehydration, seeing mirages, and sunstroke. I'm sure there's other things that could go wrong - this is just off the top of my head.
Quote from: milon on October 09, 2014, 08:13:55 AM
Quote from: Simulacrum on October 08, 2014, 03:31:38 PM
- snip -
Temperature! I don't have any good ideas for hot regions, but cold biomes would definitely benefit from having just traveling outside of the confines of the colony carrying the risk of freezing to death...
- snip -
For hot regions, in order from minor to major, we could have sunburn, dehydration, seeing mirages, and sunstroke. I'm sure there's other things that could go wrong - this is just off the top of my head.
On the flipside if this gets added, im adding sunbeds and mood effects for "epic tan". :D
YES!! Biomes should have intrinsic (potential) positives as well as negatives! Awesome idea! :D