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Re: A Reconstruction of Production Mechanics

So if that communication system isn't implemented, the whole thing works exactly as it does before. No, if communications systems aren't implemented, this breaks. Yes, that's what I said. Josh's system + your communication thing + bolted on reason to use the communication network. Given that Josh's...

Re: A Reconstruction of Production Mechanics

So if that communication system isn't implemented, the whole thing works exactly as it does before. Given that Josh's overarching design tweak here was to change the products of research from being abstracted data-entities to real physical things that can be moved and destroyed, isn't this in fact g...

Re: What Do Workers Do When You Kill Their Queen?

It's not exactly hard to think of how robot vs human workers would create different gameplay: Humans need crew quarters and food/water/air supplies. Robots need a big computer core. Humans cost an ongoing wage bill. Robots cost a one-off purchase price. Humans can get better over time by themselves....

Re: What Do Workers Do When You Kill Their Queen?

There comes a point at which the fun backstory handwavium behind the gameplay becomes too overly cumbersome to support the gameplay you need. At that point, it's better to change the backstory and the handwavium rather than create some insanely complicated bit of game-mechanic fuckery to support ha...

Re: What Do Workers Do When You Kill Their Queen?

There comes a point at which the fun backstory handwavium behind the gameplay becomes too overly cumbersome to support the gameplay you need. At that point, it's better to change the backstory and the handwavium rather than create some insanely complicated bit of game-mechanic fuckery to support han...

Re: A thought on carriers

Just a note that hangars are, like cargo bays, not discrete objects that are produced / researched. While you can research ships and stations with larger hangars or larger cargo bays, there is no concept of explicitly researching different types of hangars / cargo bays. I'd be interested in knowing...

Re: A thought on carriers

Ships are made by construction drones with an input of certain processed materials. As far as I'm aware there's no notion of "parts" in the construction process. I don't see why it should be a concern in the repair process either. Just have a stock of actual raw material lying around. You don't need...

Re: Squaring the "Vertical Progression" Circle (maybe)

It's a "player/NPC" parity issue, isn't it? Any "input T to win" mechanic such as turtling up means there's an inbuilt advantage to players who've been around longer. The gameplay I see happening with the physicality of research as the only limit on verticality is a bit like the Starcraft research s...

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