Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - AdamBlackbird

#1
Ideas / Re: Multiplayer
October 21, 2013, 12:18:08 PM
I really like the idea of a co-op multiplayer. I think having sections of the map / building on the same map, with each player controlling their own group of colonists would be best. It should probably be hosted by one of the players, and likely not more than a few players at a time. I think most of the interaction would come from trading, helping in defense of eachother, and maybe even building a joint complex, with different players taking on different jobs.

I'm perfectly fine with this being a way-out-there goal for past official release, but I would also like to point out that it is mostly just adding the connectivity, developing multiplayer wouldn't detract from single player too much, as you're essentially still playing the same game, with all the same features.
#2
Ideas / Re: Research System
October 21, 2013, 11:53:41 AM
I've already advocated for starting low-tech and working your way up over in the manufacturing thread.

I like the idea of the DIY/theoretical distinction for research, especially given the idea of the drop-pod including an e-book with the future's equivalent of wikipedia on it to explain how most of the tech projects are done. I like the idea of theoretical projects not having set (or at least known) times, as well as mysterious outcomes.

I like the idea of DIY research unlocking new areas bit by bit. A tree, so to speak, of the different building/furniture/item types, so unlocking a collective system might take a fair bit of time, but individual smaller researchers might be a bit faster to keep things at a more interesting pace. For example, while the collective "hydroponics" might include the sun lights, the trays themselves, irrigation systems, a workbench for modifying plants, etc., they could all be put under different DIY projects, which allows you to gain the benefits of some aspects earlier, to apply bit by bit to existing systems, or start building the whole system in advance. One might research irrigation or the workbench first to to improve their existing farms, or start building the irrigation system of the hydroponics lab before it is fully ready, only to push for the actual trays themselves when the need to build inside is genuinely pressing.

Regarding theoretical research projects, I agree with the idea of alien ruins/artifacts and the like being under this category. I would also suggest that if this world is uncharted, studying native flora/fauna/indigenous populations would fit well under the theoretical category, and be something of immediate interest. Research in terms of more abstract and esoteric things that push the boundary of knowledge, however, I still think should be included, but at a lower design/implementation priority. I realize it's not something of immediate interest to most likely survivors, but the possibility of a research colony should still be there for those who want to play it.

On the topic of repeatable/ +x% to y item/building... While they make sense, are obviously useful, and present a good strategic option... They're boring.  I wouldn't recommend them, or perhaps include it in a different way... A version 2.0 of whatever tech, which adds some other feature to it, with a more qualitative vibe. Perhaps allows it to work in a slightly different way. At any rate, the end result of this is it would improve functioning by some small amount, but it wouldn't just be it works x% better. An example might be a larger sun light for hydroponics which is more space-efficient for large hydroponic labs, meaning you might fit in another couple trays if you design it right. I find whenever games include +x% tech I'm compelled to do it because it's then a straightforward matter of if you don't you're losing potential productivity. The sort I'm suggesting, however, feels like more of a genuine choice. It also fits a lot more neatly into the above mentioned setup.

#3
Quote from: Jakadasnake on October 06, 2013, 10:25:05 PM
Quote from: GC13 on October 06, 2013, 02:03:18 PM
The game's fiction even offers us a chance for starting at a more rudimentary tech level, where even building up to solar panels would be regarded by the player as a success.

One of the ideas is also having to deal with rival tribes on the planet. Well, if we're forced to start at their tech level and have to bootstrap our industry up to the point where we can make firearms, we'd be using more of that range of technology.

I'm not necessarily hoping for an industry chain as involved as Gnomoria's (or Dwarf Fortress's, I guess), but the fiction gives room for it to be a possibility to start from so far back. Really, however we get the more things to build I think it can be executed well.

Personally, I would love this. This is one of the little touches that I think we're sort of missing for now. The base-building is amazing, but would be so much more gratifying if it didn't feel like there was a skipped step in there. Like, day 1 within a couple hours my colonists go from mats on the ground to an air-conditioned home. I really want to feel that hunt/gather stage. I want it to challenge my colonists and tie them together through adversity. I want to earn the good life.

I couldn't agree with this more. In watching a gameplay video, what hit me hardest in terms of the oversimplified production was that as soon as they landed they were able to throw together solar panels from a bit of scrap metal. I feel like power should need to be earned, and I really like the idea of having that sharp contrast of the high and low tech working together, which I think is massively important for the space western vibe. You need to prioritize what you need to be done in a high-tech way, and fill in the gaps with low tech. I envision myself using my first bit of rinky-dink salvaged tech on a generator to get the coms up - if people want light they can live with torches for now!

This would also make disastrous situations in the later game more interesting. If some part of the high-tech chain falls apart in a raid and the people who know how to work it well are dead, you will probably need to try to fill in the gaps with low-tech stuff to keep your people alive while a replacement is worked on. I think that could lead to some interesting dramatic tension.

EDIT: Another thing I thought to mention: in management/survival games, I feel it's an absolute must that everything be at least possible to be created by the player. While it is definitely nice to have some high-level stuff much more easily acquired from traders and the like (I'm hoping there will be plasma rifles! :D), it should always be available through your own resources, even if at the end of a grueling research tree. That, combined with the above ideas, really plays up the importance of how you choose to specialize (or not) - pushing for high-tech generation of specific goods to then supplement the rest with high-tech goods brought in through trade might mean more rapid advancement, but then you become dependent on the traders bringing the right goods. Alternatively, a self-sufficient, balanced approach would no doubt mean a more slow and steady advancement.