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WJRM75

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Everything posted by WJRM75

  1. I am hoping, like I think most of us, that the numbers like the tax and the ore yields are just placeholders and we're on the PTS purely to test the mechanics. If not, my initial questions / comments (apologies if repeating much that also already been written): 1) Devs at NQ, if the PTS ore yields are similar to your plans for the actual game, can you help us understand how you came to those numbers? To me, they seem too low by a decent amount - please explain your logic / calculations. This is a building game after all - why risk constraining the life-blood of it? Higher ore yields also makes the notion of greater voxel destruction (e.g. pvp / player crashes / eventually territory warfare etc) more tolerable as the cost is less. 2) Tax - this issue has been done to death - can you confirm that the numbers on the PTS are just placeholders? (with one week covering both the PTS weekends, so the mechanics can be tested). If this isn't the case, why 1m, why 1 week, and why not a (more logical) progressive system that makes it more expensive for players / orgs to sustain sprawling empires? 3) Scans - please think long and hard about the scan results. I have many many thousands, but agree that rolling the old scans in Demeter will further extend the inequality, and do so permanently. Yes, we've spent hundreds of hours gaining these scans, but we also got our rewards from these by getting the richest meganodes. Why compound the already-gotten advantage? Full scan wipe, please. 4) Add Scan randomness / ore distribution resets - for scans, why not add (considerable) imprecision in their results ... perhaps only give qualitative descriptions, not quantitative results, and also sometimes make them just plain wrong (just like mineral exploration in real life) - improved marginally with talent(s). Uncertainty and the chance of a major positive surprise could spice things up. It also allows you to dynamically tweak up and down the yield algorithm behind the scenes to ensure reasonable balance in the ore generation rates in the game. I'd also be an advocate of ore distribution resets once in a while (say, every 6 months - perhaps with a storyline linked to an new mining technology untapping new undiscovered resources blah, etc), that makes the whole territorial scene much more dynamic and less entrenched. Plus makes potentially today's low value tiles into next years high value tiles - shake-ups can be good. 5) For the Mining Unit Mini-Game, make the potential payoffs massive if you get really lucky ... like spawning a full blown surface meganode if you ace it, not a measly couple of thousand litres, and not just the ores that are linked to the tile (i.e. getting higher tier ones that expected). A casino feel, perhaps, but creates much needed excitement, unpredictability and hope (as one goes about the perfunctory recalibration tasks).
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