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Blog Posts / Re: Colony Crises
« on: November 27, 2023, 12:19:32 PM »
Lets simplify.
Player builds rich colony(ies) with AI Core, great production potential, great resource production for trade and other "successful stuff".
He gets +money +resources +ships. "positive reinforcement"
He also gets Hegemony AI inspection, Ludite raids, envious traders, Pirate raids, Tri-Tachyon technology espionage. "more challenge"
This is basic loop. Do stuff-feel good-do more stuff-feel good about stuff done.
Crises being be solved by:
Player_A, mr.NiceGuy. He wants: possible economic solution, easier battles, quests. "slow story oriented crisis solution"
Player_B, mr.AverageGamerGuy. He wants: combat solution, harder battles, easier quests. "fast battle oriented crisis solution"
Player_C, mr.CrazyPsychoGenocideLover. He wants: huge fleet with lots of guns to blow stuff up. "sort of regretting building this colony now, but don't want to lose it"
It would be good if there were event choices for group A, B, and even C.
I really appreciate all the work being done, don't get me wrong, unique story and lore, huge balancing progress over the years.
However there is a slight feeling of "being pushed" toward acting more of Group A player. Don't get me wrong, nothing bad in adding story to a sandbox game. Over several last game updates I can't stop getting the feeling of "nerf from badass to average guy", balancing skills, combat fleet composition and all. What about having a colony with less negative events, or none at all was an option? Either the on/off switch in settings or "too scared to mess with the guy" terror/reputation gauge from blowing several fleets woth of ships in a month. It feels bad NOT getting a colony with all of this work being done, its part of the game now, but more "throw money/battles at the problem until it never appears again" options would be greatly appreciated.
Player builds rich colony(ies) with AI Core, great production potential, great resource production for trade and other "successful stuff".
He gets +money +resources +ships. "positive reinforcement"
He also gets Hegemony AI inspection, Ludite raids, envious traders, Pirate raids, Tri-Tachyon technology espionage. "more challenge"
This is basic loop. Do stuff-feel good-do more stuff-feel good about stuff done.
Crises being be solved by:
Player_A, mr.NiceGuy. He wants: possible economic solution, easier battles, quests. "slow story oriented crisis solution"
Player_B, mr.AverageGamerGuy. He wants: combat solution, harder battles, easier quests. "fast battle oriented crisis solution"
Player_C, mr.CrazyPsychoGenocideLover. He wants: huge fleet with lots of guns to blow stuff up. "sort of regretting building this colony now, but don't want to lose it"
It would be good if there were event choices for group A, B, and even C.
I really appreciate all the work being done, don't get me wrong, unique story and lore, huge balancing progress over the years.
However there is a slight feeling of "being pushed" toward acting more of Group A player. Don't get me wrong, nothing bad in adding story to a sandbox game. Over several last game updates I can't stop getting the feeling of "nerf from badass to average guy", balancing skills, combat fleet composition and all. What about having a colony with less negative events, or none at all was an option? Either the on/off switch in settings or "too scared to mess with the guy" terror/reputation gauge from blowing several fleets woth of ships in a month. It feels bad NOT getting a colony with all of this work being done, its part of the game now, but more "throw money/battles at the problem until it never appears again" options would be greatly appreciated.