This hurt. That's all I can say.
Do you take everything said on the internet personally and legitimately?
I understand that. It's just that, to me, RRU is a nice place. When I first found this forum one of the first things I thought was 'wow, everyone's so nice to each other.' So I had let down my mental shields.
Enter you. I know that I was foolish to 'let my shields down,' but this hit me out of the blue. You misunderstood me, and I misunderstood you, but we still live and so... let's continue with what this topic was made for.
s*** got real. I'm nice...to people who don't inherently piss me off.
Ok, ok, I see what you mean. It's just that I thought it might be nice to be able for your raiders to get sandwiches from somewhere that isn't a building which you have to power, place barriers down, etc.
Is hunger even still going to be in the game?
Ehh, you don't want to juggle too many elements, otherwise you've got too much to worry about when Action Stations gets called. KISS; Keep It Simple Stupid.
No idea, I'm not the CD.
You think that monsters are practically something to amuse you, and I can see where you're coming from (I hope I'm not misunderstanding you here). But I think that monsters could be more of a challenge; something you've got to watch out for. I'd like to see what some other people think, seeing as we are on practically opposite sides of the debating table. Should monsters be solely for entertainment value, or should they actually be a threat?
Or could you perhaps have 'a bit of both' and have some monsters designed SOLELY to run into fences and others as a challenge?
Monsters should be a threat...to those who don't prepare. Those who build fences get the advantage, but it sucks away resources and so they have to micro-manage that. If the game was a little less lenient with the amount of resources avaliable, you'd notice that fences are a brilliant strategical tool with a heavy downside on how much power they drain, which costs you when you need air available from the Support Station.
Do you think dams and earthquakes are good gameplay features and should be in the game?
You can't defend against earthquakes, so no to them. Dams possibly, but you'd have to introduce those walls, and I can seem them making so many problems that ultimately it's not worth it.
I've been thinking about Power Surges and I see what you mean. However, a) they could be made into a feature, and b) you have to 'waste' resources on building air purification thingies, so why not have another thing to keep yourself occupied?
Because I think Power Surges could be an entirely different element which work in an entirely different way with different effects and an actually interesting strategy required to fix them.
Different monster types. Take LRR. Then tell it that Ice Monsters smash fences, but no other monsters can. Also, tell it to have different types on monsters on each level.
That's what I'm trying to say, and it again boomerangs back to the 'Monsters' idea.
Different monsters is right out, unless you want to have multiple biomes on levels. There needs to be constraints on the gameplay to sustain believability so the player keeps interest.
Different monster types makes monsters too predictable, thus why it was easy to kill them since you knew exactly which weapon they were weak too. They should share traits, and simply have stat changes so a single monster type is better than another monster type at doing a specific task.
Point made. However (I'm using that word a lot ), if certain monsters can smash walls (say that Lava Monsters can) then you need to make sure that you keep and eye on your walls so that the slugs aren't released. Slugs should be able to periodically damage walls too.
Monsters =/= working together. They act like animals, and they act separately and do separate things. There's just no AI coding for how they interact with each other. Therefore, Monster isn't likely going to just smash the walls down around a slimy slug hole, unless there was a deposit of crystals behind it.
How are the slugs going to damage them? Unless they force fields which they can drain the energy out of, slugs have no means of attack.
Vehicles and raiders can walk through fences!
If you fence up a wall then you can still drill it with anything you like.
Was there any reason for not putting saving in anyway?
Because it's hard to code, dials up the file-size of saves (since they'd likely have to save every unit and the status of all the blocks in each type of map to memory) and breaks gameplay easy?
The problem is that if you build a MASSIVE base on the first level then everything else will be easy because of that huge base. It's a good idea, but it might make gameplay too easy...
For 100 ore you could buy another level for the air purifier, if you see what I mean. For 100 ore it becomes accessible. This upgrade might, say, increase its purifying rate, or decrease its cost. This upgrade would be accessible for every level from the moment you buy it.
His idea was okay, granted there was strict restrictions (in the planning stages) on how resources are planned out and what units are available, and justification on how the base moves. Your idea made no sense whatever.
You're going to ram up the cost of an upgrade to (guessing) the average ore available in a single level for a minor upgrade? How does this even connect with his idea of keeping your base between levels? There's no connection.
Reinforcing: It needs to take a lot of time and perhaps cost ore. Also, it would have to be taken down again (perhaps refunding the ore) before the wall can be drilled. I think this because taking out landslides AND monster emerges in one go without any problem other than getting to the wall and fetching a hammer makes it too easy. Also, they could degrade with time.
The point of reinforcing is that it needs to be quick to combat landslides immediately, since those pesky raiders just love walking into them as much as possible. Ore cost is maybe okay, but taking down the reinforcement not so; you need to make a tactical choice on if it's a good idea to reinforce the wall or not, making it safe from landslides and monsters, but then requiring explosive experts to detonate the wall if you want to clear it. Degradation doesn't feel right, since the reinforcement should never come undone, otherwise people will just frequently switch between the two, only costing them a few ore, and gaining all the benefits.
Tools: Tools should be able to be returned to the tool store. Also, a diversification in the original weapons would be nice. (Say that a LaZor is far more effective at bashing slugs than a normal lazer, but it is hopeless at trashing any monsters)
Also, you should be able to tell raiders which monster(s) to attack. Someone also mentioned that raiders should go for the closest monster first, and then go to the last. That's a nice idea.
No to tool return. Replacing is a fine idea. There's no need to empty a raider's inventory slots, at all. It's no like they're picking up health packs on the battlefield. If you need a new tool, swap it out for an old one.
Not sure what you mean on diversification. The three laser weapons ingame use the power triangle for different types of monsters, and don't affect any other creatures. You then have a tool for slimy slugs. Diverse enough for me.
I think that's a simple AI oversight, but yes, it needs to be corrected. As far as choosing targets, ditch that, and simply allow us to use Raiders like the laser drill tower thing and manually shoot everything.