BFett wrote:
With procedural generation we are going to have a vast number of items. Think of a factory that has to produce energy weapons, if there are twenty sub-components for a single laser then how is the factory going to be able to produce more than a few types of lasers? Wouldn't thousands of sub-components be needed to produce every tech level of every type of item in LT?
you make it sound like that is a bad thing?
intermediate steps create many many opportunities for almost every kind of player.
traders have more entry points and opportunities to follow their profession.
more dependencies between different industries create more gameplay for production oriented players as well, as they have more ways to get into the market.
with a single step ore -> item process there are one or maybe two big mining corps which supply all the other industries which have no other dependencies.
to enter the market with only ore as dependency you have to concurrent directly with the major ore producers
with multi step processes you can carve out your own little niche with some small intermediate product which is useful to the bigger players and is
qualitatively different to what the others produce.
research/development oriented players have the obvious paths open to them
exploring players have the possibility to find new trade routes for intermediates which can be useful in other parts of the universe as well.
maybe zorblaxians have excellent capacitor tech, the caps would be useful in many different products, so they can sell them for a good price to others who dont have that tech.
the influx of good capacitors would lead to the development of many improved devices, but the inventors of the devices dont have the tech for the capacitors, they have to buy them to build their stuff.
the generally available tech level rises without the
research having to be spread to everyone.
pirates would have more possibilites to follow their profession, as there is more trade and transport going on in the universe.
BFett wrote:
Personally I think it's overkill to have thousands or even hundreds of sub-components in LT.
why?
have a good interface to
find stuff you search for.
maybe dedicatedly
not, more variation in the equipment market gives more surprises and potential for unexpected change,
lessening the typical "end game" situation that the player knows exactly what he is running into.
BFett wrote:It's easier to say that 8 types of ore are all that's needed to craft any item in LT. LT should have a decent number of base components (such as heat sinks and shields) which can be used to customize aspects of ships and structures. For example, I could take the ore I gathered and craft it into a heat-sink without needing to first produce a series of metal plates. This method simplifies crafting and reduces the number of items which must exist in Limit Theory.
Master Parnell disagrees with you
here
JoshParnell wrote:Oh, I don't think anyone said it would be just a blueprint + raw ore
(wait, did I say that? If so, I didn't mean it...). There will definitely be intermediaries. Exactly how many stages of intermediaries is yet to be determined.
At the very minimum, you will need to go one step past raw materials.
BFett wrote:
When it comes to new technology, I think that anyone should have the ability to produce a component if they are in possession of the assembly chip. This is why it is so important to protect ships that are transporting these designs from the research stations to the manufacturing plants. It also makes it even more important to protect the structures which contain the blueprint because if the designs fall into the wrong hands, they can be easily produced.
where did i say anthing different?
research/design stuff -> make assembly chip -> build item out of the required materials
Flatfingers wrote:My impression from all the things Josh has said about LT (that I can recall) is that it will look more like an RTS game.
which would be a perfect waste of all the world simulation mechanics which he promised from the very beginning
Flatfingers wrote:So: those concerned that ideas like Cornflakes's about in-depth research would make LT too complicated can (I believe) rest easy.
that isnt the in-depth version, the in-depth version fills 3 pages in another thread