"Borg Invasion!" by Landru
In the past weeks & months, we've thought a lot about improving the gameplay flow of Colony Survival. In past blogs, weve already shared a lot of our ideas, and weve received a lot of great feedback. Thanks for that!
This week, we were suddenly gripped by a new idea that would shake things up dramatically. We want to uncouple the size of the nightly monster assault and the amount of happiness youve got to generate from the amount of colonists currently in your colony. Currently, the amount of monsters that spawns at night is linked directly to the amount of colonists, and every colonist present in your colony generates +1 Unhappiness by Overpopulation, which requires you to distribute more and more happiness items.
We organized things like this to keep the challenge of the game appropriate at all sizes. As you grow your colony, the size of the challenge grows with you. But you run into a bit of the same problem as the one in Skyrim. Enemies in Skyrim get stronger as you increase your level. This makes it very important to make sure you dont waste levels. Imagine boosting your Enchanting very high but not using it to craft powerful gear. Enemies will have become stronger, but you didnt. The same thing happens in Colony Survival. If you recruit a bunch of colonists but you dont put them to work efficiently, youll have made the game quite difficult. On the other hand, if you do work very efficiently and stay relatively small, the game will be a lot easier - while youre missing out on some core gameplay!
So were thinking of completely changing that system. Lets give an example. At certain in-game thresholds, we expect players to have roughly X amount of colonists. For crossbows, thats something like 50-100, for matchlock guns more like 150-250. We want to add new stages of the game that will ultimately require players to have around 800-1000 colonists.
But instead of making it so that the amount of monsters and the amount of required happiness items are tied directly to the amount of colonists you have, we could tie it to these stages. Around the point you unlock crossbows, youll get assaulted by monsters as if youve got 75 colonists. With matchlock guns, the game will act as if youve got 200 colonists. And when you progress to printing presses and steam engines, itll be as if youve got hundreds of colonists more.
You could run a tight, efficient colony that deals with these challenges with lower amounts of colonists. On the other hand, players are free to expand to far larger numbers and brute-force these challenges. Why solve a problem with 500 efficient colonists when 1000 inefficient colonists can do the same?
We really like the sound of these ideas, but weve got a hard time working out the details. Were thinking of multiple approaches.
A.) Meta-levels
In the overhauled Colony Survival, there will be a Repeating Scientist, and to progress, youve got to upgrade your jobs from level 1 to level 5, 10, 15, 20, etcetera. There could be a meta-level that has to be reached before you can unlock them. To get Guard Level 5 / Health Level 5 / Banner Range Level 5, you need Meta-Level 5. Every time you upgrade the Meta-Level, more and stronger monsters will assault your colony, and youll need to produce more and more happiness items.
Pros
- Does the job
- Pretty straightforward
- Adds another level of numbers and abstractions
- How to deal with setbacks? What if monsters overwhelm your defenses and slaughter half of your colonists?
- It strongly favors a balanced approach where everything is leveled to [current meta-level] before upgrading to [next meta-level] above colonies that are more specialized in certain things
- Voluntarism!
- Liberty!
- More rewards/resources/currencies!
- A lot of players are going to set the challenge very low and progress in a very slow, grinding manner, and then complain the game is boring
- If the monsters are so easy to control, the challenge is way less exciting
- It Just Works, doesnt require players to figure out new systems
- Could automatically scale up and down
- What exactly will we tie the system to? It will discourage doing that activity, like it currently discourages recruiting colonists.
[ 2020-06-26 17:54:18 CET ] [ Original post ]
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- Multiplayer support: play with friends and strangers!
- Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
- Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
- Support for textures and language packs created by players
- Dynamic lighting and eye adaptation
- Voice your suggestions and be part of the development of Colony Survival!
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5000. 1280x720 display
- Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
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