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Post by Spiderweb on Sept 2, 2015 5:55:57 GMT
colin22cans says if there is enough interest he'll consider changing Beacons! See here The whole expansion beacons affair is a sad one indeed. I have no idea whether this will ever be addressed but I certainly hope so. Don't set your expectations too high though. Perhaps colin22cans could have a look at this. If enough people ask for it I'm sure there's something we could do It was designed in that way by the design team so that the player is lead on a path around Homeworld to the Lighthouse. What I'd like is no Grey areas and the restriction to sculpting the controlled by natural barriers, different stone types/swamped areas or -/+ levels of sculpting you could earn via cards over time or from locations. I personally wouldn't even mind a new homeworld or just a new world in general.
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Post by greay on Sept 2, 2015 6:12:23 GMT
I'd like a combo approach – I understand that the beacons are meant to guide the player, which is fine. But the beacons themselves are a poor solution.
My suggestion: population (belief) expands influence. That makes sense – more followers, the more belief you have, thus the more powerful a god & you can sculpt a larger area. Use natural features to replace the beacons – with the right design, the player can still be guided along the desired path – but a gentle nudge, not the rigid path the current beacons force.
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Post by eddiemonsta on Sept 2, 2015 7:46:07 GMT
I agree with greay. While I think your natural barriers idea has a lot of merit Spiderweb, I don't currently believe 22cans would implement it in the way you are thinking. It would just end up with massive granite rock faces guiding you towards the lighthouse/arc instead of beacons. I think the homeworld should be a massive area (and I mean really, really big. Big enough for the player to fully expand his population to satisfy any long term population target for future ages twice over, at least!) There should be natural barriers to expansion, but overcomming those should be met with rewards (and I don't mean gems or stickers) like gaining access to a particularly steep sided valley rewards the player with inreased land fertility in that area or some such thing. The player shouldn't need to be guided towards a lighthouse. We should be able to build the lighthouse or arc anywhere we choose upon reaching certain goals, technological or otherwise. It can't be that difficult to give each building or structure an area of influence related to the size or importance of that structure, can it?
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Sept 2, 2015 8:04:26 GMT
For me it would be sort of a combination, or other.
Each follower should have a certain area of influence around him, wherever he goes. All the land should be completely invisible, aside from a small starting area, so that it has to be explored by followers before it becomes visible. See It as the god being stuck on one location until he has followers which he can partially possess so that he has Iinfluence where they go. Once land is explored it remains visible but that is different from the area of influence. Besides individual followers, each house also has an area of influence, larger than that of a follower, but increasing in line with the number of followers inhabiting it. Settlements, same thing. Once an area of influence has been established by the presence of a house or settlement the influence remains even when the houses are removed or destroyed but the influence slowly decays over time. Fast decay for houses, slower decay for settlements. Areas of influence of houses that overlap add together and thus take longer to decay.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Sept 2, 2015 8:06:25 GMT
It didn't register my vote correctly, I'll see if I can change it when I'm home.
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Post by colin22cans on Sept 2, 2015 9:16:05 GMT
colin22cans says if there is enough interest he'll consider changing Beacons! See here If enough people ask for it I'm sure there's something we could do It was designed in that way by the design team so that the player is lead on a path around Homeworld to the Lighthouse. What I'd like is no Grey areas and the restriction to sculpting the controlled by natural barriers, different stone types/swamped areas or -/+ levels of sculpting you could earn via cards over time or from locations. I personally wouldn't even mind a new homeworld or just a new world in general. I'll chat to the team in the next couple of days about it - The natural barriers suggestion does seem like a considerable design change and may not be feasible. An easier and more achievable route would for the last Homeworld beacon to open the entire Homeworld map. PS it won't be me personally changing them
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Post by eddiemonsta on Sept 2, 2015 10:09:01 GMT
An easier and more achievable route would for the last Homeworld beacon to open the entire Homeworld map. colin22cans while any improvements would probably be welcomed in the short term, I think long term this would feel like another band-aid to cover up flaws in the game's mechanics.
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Post by Unodus on Sept 3, 2015 12:11:58 GMT
(I put this in the steam forums, but I might as well put it here too x.x)
What about "Belief affects Influence"? That way, you'd use your belief more carefully since overextending means losing influence on further out places- and you'd need to save up belief appropriatly to affect far off places. It also makes sense with the original story for the game (ie: you exist because people believe in you, rather than you exist unconditionally)- making your relationship with your people much more valuable
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Post by Spiderweb on Sept 3, 2015 13:25:18 GMT
(I put this in the steam forums, but I might as well put it here too x.x) What about "Belief affects Influence"? That way, you'd use your belief more carefully since overextending means losing influence on further out places- and you'd need to save up belief appropriatly to affect far off places. It also makes sense with the original story for the game (ie: you exist because people believe in you, rather than you exist unconditionally)- making your relationship with your people much more valuable Good Idea, but you would need achor points for the expansion. A combination of belief and belief collection status would work maybe? The only problem being when you spend a lot of belief do you retracted the influence and lose the followers that maybe outside it? Edit: Belief would be for ever recalculated, I think this would be a big overhead.
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Post by Spiderweb on Sept 3, 2015 13:29:46 GMT
If each abode had an area of influence it would really only be set once. With Settlements creating an even larger area, you would be able to reach all the map (eventually).
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