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Re: Dying

I feel like we are making this more difficult than it needs to be. [continues with outlining a pretty complex system based around respawns and fast forwarding the simulation and moving assets] so much to "more difficult than it needs to be" have the player reload when their "body" dies. removes all...

Re: Dying

But in a sandbox game, where nothing is scripted, but emerging from the players actions and that of the AI. Its better to have a "creative" mode (no problem for save/load here), and a "survival" mode (not being allow to reload and "redo" enhances the gameplay, as it makes the player care more about...

Re: The "Game" in LT

I really like the idea of Server/Client or LT in the Cloud. If you could have a server farm processing huge amounts of historical simulation, AI fleets and empires, Economies, etc. and a person only had to log into a truly vast and living universe full of both AI and other people? That would be abs...

Re: Stellaris

i still dont get the hate against 2.0. yes it changed the pacing, but the core ship interactions, the combat, feels so so so much better. earlier i just had my giant doomstack jumpdriving from target to target without much thought how to attack what. now i think about where my travel routes are, how...

Re: Dying

3) Death without Penalties means that Death has no consequences, thus fights don't matter. Not mattering is "Not Fun(tm)" I disagree! You're assuming that consequences focused on the player are the only ones that matter. Death without penalty simply means that fights only matter in the assets you l...

Re: Dying

Its a single player game. Give me a working quicksave system (preferrably with a bumber of rotating quicksave slots or even some smart system that keeps the spacing between quicksaves somewhat fractal/logarithmic. So if you save a lot in the last 5 min it keeps them for a while, but the 20 ones from...

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