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Re: Routine

I also got a very strong System Shock vibe from Routine. That was good.

Then I read it's maybe three hours long unless you explore a bit. And it's got permadeath.

Sigh.

Re: Items require technologies instead of blueprints (DL Jun

Ixos and Jamiee5300, I don't disagree with your real-world comments, but -- as always --it's important to bear in mind that this is a game we're talking about. A perfectly good case could be made that high-pop worlds are necessary for Production centers, and Economic centers, and Research centers. B...

Re: Items require technologies instead of blueprints (DL Jun

I like these ideas -- keep 'em coming! One thing I'd like to suggest at the next level up is the idea that different star systems should be able to specialize in different functions: "Garden" world: Agriculture Mineral resources: Production Many connections to other systems: Economics High populatio...

Re: Items require technologies instead of blueprints (DL Jun

I'm OK with techs + blueprints. In my head, I was sort of thinking of techs as "proto-blueprints," where they have both a theoretical (research) and practical (production) function -- which output you get depends on how you use it. Splitting those functions will, I suspect, actually make the economy...

Re: Items require technologies instead of blueprints (DL Jun

>> "rules and interactions" vs. "manufacturing sub-systems" This is particularly interesting to me as it shines a light on the different things people find fun, and on how you can design games to be fun for those different interests. Some folks (I'm one of them) like playing with the switches and di...

Re: Distribution of minerals across the universe

I like all this so far. It raises some interesting design questions: Will each player's created universe be so huge, filled with so many mineral-laden asteroids, that no player -- even one controlling an army of NPCs -- will ever run out of good resources to mine? If that can happen, will new astero...

Re: Items require technologies instead of blueprints (DL Jun

I'm also strongly in favor of this switch to technologies over one-to-one item blueprints. Individual blueprints are how most MMORPGs do crafting. An entire vehicle? One blueprint/"recipe." Ore locator? One blueprint. Chest armor? One blueprint. Laser rifle? One blueprint. Pointed stick? One bluepri...

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