![]() You could feed it Biowaste and make it sleep on the floor forever-it doesn’t care.Īs you level up your colonist, they desire increasingly better station conditions. The difficulty came in trying to create a system where new players could ease into the game, but experienced players were still challenged. ![]() On the other hand, it is fun when you’re an experienced player and everything starts to snowball out of control. It’s not fun when you’re a new player, with no idea what you’re doing, and your station descends into chaos. Morale penalties and boosts are very hard to balance. Quests (not yet implemented) are much more manageable with this system too. The galaxy system makes it much easier to have unique item requirements, like seeds, upgrade modules, diamond-type resources, whatever. The intent is to gate new players for a little bit, but not to inhibit experienced players. The Starfuel is deposited at your Warp Drive (located at your Core). Starfuel is extracted at any Star, by constructing a Starfuel Station. To travel between Stars, you need Starfuel. If you’re looking for seeds, just travel around until you find one. Each Star System is randomly generated, but it permanently has whatever it has. The player can now travel between Star Systems, using Star Fuel. To solve most of these problems, we added a Galaxy Map. How do planets fit into the system? Are they randomly generated each day? What does it even mean for a planet to appear randomly? What items does a planet have and how is it separate from an Asteroid?Īdditionally, you don’t want a new player to be overwhelmed by placing too much stuff in the system. I don’t even know how a quest system would work. If you needed a crop seed, for example, you would have to pray to the RNG gods. This system didn’t work well for things like quests or rare item spawns and it didn’t provide any sense of discovery. Space objects, like asteroids, planets, ships, stations, and anomalies randomly spawn periodically. ![]() We’ve always struggled with the mission system. We took the things that didn’t work, and made them better. We added a lot of new things to the game that fundamentally alter how it’s played (in a good way). The help pop-up is nice, because it allows us to add extra explanation for various game mechanics, without cluttering up the UI This is useful for colonists with low morale (and to stop a drunk engineer from breaking everything) To make it easier for the player, we added a “give vacation” button to colonists. Inspecting/Fixing Objects: Colonist will break objectsĪdditionally, there’s a chance that a colonist won’t work at all if competency is low.Ĭompetency is also affected by drugs and alcohol, so that a drunk colonist will carry boxes aimlessly around the station. Moving Items: Colonists will move items to a random floor As morale becomes negative, competency gets low.Įach activity has a different competency failure outcome: It’s a little bit like rolling a die in a board-game. Access positions, for example, are placed as separate objects relative to the position of their parent.Ĭolonists will now work even when morale is low, but it affects their competency.Ĭompetency is used to determine if a colonist successfully performed their job. Third, you have to inform all objects that rely on the position of the moved object that its position has changed. A colonist will attempt to walk to where an object used to be, if the object isn’t there, they generate a new route to the object. We’re informing the colonist in a lazy way. Second, you have to inform colonists that the object was moved if they’re currently walking towards it. Big changes in this patch are the "explore" job task, C4 is now craftableĪt the Chem Station, increased moonshine spawn, and new cheats for spawningĬolonists, leveling up.First, you have to provide almost the exact same placement rules as when you first create an object, but a repositioned object can be placed on top of itself, and it doesn’t require any build cost.
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