So, some people have suggestions which base of parts using recourses to operate, such as weapons or the factory block. However, I've been thinking about the potential implications of using recourses to operate parts in order to function. If a part that consumes recourses is setup to operate continuously (the factory for example), it would mean that a player could continuously loose hard earned recourses and have it drained from their supplies. This would be a horrible occasion, and would waste a lot of time and effort that went into collect said recourses. One of the core game aspects of Nimbatus is to be able to do certain actions without directly inhibiting yourself. So, I devised a work around that should be applied to any sort of parts that could consume recourses.
Instead of having parts consume recourses directly from the hotbar, it would use the recourses which are available in it's own recourse tanks. First off, this means that there are no long term effects to the player if a mission fails, as no recourses are actually lost, and it's mearly a trade off. Either to operate the part with recourses, or to load the recourses into the recourse collector. The second benifit is that it can be used to augment a part's usability. If a part requires recourse to have already been collected, then players will have already had to have been on the planet long enough to have harvested the recourses. Finally, it means that best of all, the mission can be replayed at no expense, which is important in a game made like Nimbatus.
Also, this sollution also works well for balancing factories. Factories could be set up to consume (any) recourse to produce parts, which would make them still functional, but also more situational for operation. Since the player has to collect recourse prior to using the factory, it will not be spammable, but still useful.
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jbox1
So, some people have suggestions which base of parts using recourses to operate, such as weapons or the factory block. However, I've been thinking about the potential implications of using recourses to operate parts in order to function. If a part that consumes recourses is setup to operate continuously (the factory for example), it would mean that a player could continuously loose hard earned recourses and have it drained from their supplies. This would be a horrible occasion, and would waste a lot of time and effort that went into collect said recourses. One of the core game aspects of Nimbatus is to be able to do certain actions without directly inhibiting yourself. So, I devised a work around that should be applied to any sort of parts that could consume recourses.
Instead of having parts consume recourses directly from the hotbar, it would use the recourses which are available in it's own recourse tanks. First off, this means that there are no long term effects to the player if a mission fails, as no recourses are actually lost, and it's mearly a trade off. Either to operate the part with recourses, or to load the recourses into the recourse collector. The second benifit is that it can be used to augment a part's usability. If a part requires recourse to have already been collected, then players will have already had to have been on the planet long enough to have harvested the recourses. Finally, it means that best of all, the mission can be replayed at no expense, which is important in a game made like Nimbatus.
Also, this sollution also works well for balancing factories. Factories could be set up to consume (any) recourse to produce parts, which would make them still functional, but also more situational for operation. Since the player has to collect recourse prior to using the factory, it will not be spammable, but still useful.
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