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Large Group Management


AnDrew the Awesome

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My first impression after playing the game for a while is that it's very difficult to manage tribes of more than 10 nichelings, especially because of my ADHD. My suggestion is for a suite of accessability tools to help more smoothly manage large groups of nichelings. Examples would include:

  • Complex Behaviors: The ability to define a sequence of multiple actions: for example, "Go Gathering: Go to nearest source of food and harvest" or "Hunt: go to nearest prey, attempt to kill and collect." I imagine these being implemented in a way that make them feel like macros.
  • Find Mate: I find it difficult to match my nichelings for mating. Every time I want to make a baby, I have to figure out who would make a good pair, put them together, mate them, and then nest: that's a lot of steps with a lot of opprotunities for me to get distracted and wind up not making the baby I wanted. So, I recommend the implementation of a find mate action. This action would behave differently depending on nicheling sex.
    • Male: Go to nearest suitable female (or nearest designated partner) and mate until successfully pregnant.
    • Female: Go to nearest suitable male (or nearest designated partner), attempt to mate once, and if impregnated go to nearest nest / build nest.
  • Group Actions: The ability to select multiple nichelings at a time and have them perform similar actions together, like: "Go to" and "Attack."
  • Daily Actions: The ability to assign default actions which nichelings will spend unused action points attempting at the end of the day. For example, "Gather food," "Clear Area." 
  • Undo Button: Please for the love of all the gods add an undo button, because I swear I didn't want to spend my best breeders last action to go into the ocean where he'd drown at the end of the turn. If you want to prevent RNG-scrubbing, maybe allow for the action to be undone without refund the action point.
  • Leave Tribe: Kicking a nicheling from the tribe is a lot of work: I recommend an option that allows users to have nichelings 'choose' to leave the group without the need for an alpha to kick them.
  • Leave Tribe (Enmass): Kicking many nichelings from the tribe at once could be as simple as sending them to the next island but continuing to play on the current island. Adding the option to remain on the current island option reinvents the travel stone as a tool to cull a tribe population.
  • Watch Mode: It'd be nice to be able to see what my nichelings would do to survive for a few turns without my imput; similar to the way you can watch sims go about their lives in Sims.

I know these are a diverse group of suggestions, but they really all run with the theme of game accessability through way of easier unit management.

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On 11/11/2020 at 3:35 AM, AnDrew the Awesome said:

My first impression after playing the game for a while is that it's very difficult to manage tribes of more than 10 nichelings, especially because of my ADHD.

somebody I can relate to!

 

also, about the ideas, I find these amazing and incredibly useful for maybe coding sequences for beginners!

But,

Q: What would happen if a nicheling ran out of energy before getting to/doing the task?

 

On 11/11/2020 at 3:35 AM, AnDrew the Awesome said:

Watch Mode: It'd be nice to be able to see what my nichelings would do to survive for a few turns without my imput; similar to the way you can watch sims go about their lives in Sims.

Q: How would the nichelings work? How would they do things? (Can't remember the correct term-)

Q: How would you set the amount of turns? Would it go by gem turns/energy or days?

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