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Arthon

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  1. Hello, just found this little gem and after playing for some hours decided to explore a bit further and have a look here! This post brought my attention - and at the risk of mischaracterizing something I have not read about yet and taking it at face value, could even be the same thing we're talking about - I'm not sure about "building priority", but the game would benefit greatly of a Resource Transportation system. Something that will add more complexity to gameplay, but in a very limited scope where it's easy to understand its purpose. More about optimization than absolute functionality, no damaging effects if you decide to not engage with it. This is not an original, revolutionary idea - for example, have a look at Settlers II and the systems it had: Just to take a small scenario on that picture, you see the metalworks building is missing anvils in order to craft; moving the anvil icon up on the rightmost panel would increase its transportation priority by our carriers/general workers, accelerating the crafting process. This is just an extension of gameplay. The system you see there was not mandatory, had an already pre established order and a button to reset the order to default - nothing is lost from the perspective of a novice player, but adds another small layer of gameplay if you wish to participate. Just a suggestion, if you'd consider. However, there is something in the storage system you must add... The system has the option of blocking entry of a resource you specify. But for some reason it doesn't have an option to take that resource out. Let's say I'm farming several things in several farms and I have several warehouses. My kitchen in the eastmost side is going to use the nearest corn (as it should) but the leftover corn on the west most warehouse won't be used until it's needed. This can delay/halt production because of its late priority and long travel time. I would rather be able to move the corn pre-emptively to the nearest warehouse. A bit of a rough on the edges example, I hope it's understandable enough. There is also something to say about end game, but I've seen there are some posts already about it. Rather read that feedback first. It's a common issue in games trying to deal with infinite loops: have a look at Frostpunk's Endless Mode scenarios, for example: eventually (and very early, I might add) your finite aspects are reached - technology, food plenitude, etc - and the hurdles initially presented or the big obstacles the game works around, become obsolete. The Endless Mode has - ironically - the most uninteresting end because it can offer nothing more as soon as you overcome its static nature. I'll be most curious to see what will be done about to somewhat mitigate it. Wish you all the best with the development. I'm sure there is great feedback and great ambitions for this project. While I recognize some improvements or additions would be welcome, I also realized I've sank more hours in than I was expecting! Like I said, this is a little gem here and there's a lot to like.
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