hasemtattoo.blogg.se

Planetbase starting location
Planetbase starting location




planetbase starting location

Issue orders like clear terrain or dig, with a priority level (low, normal, high), and bots will come to the highest priority thing first, then by distance. Different buildings will damage at different rates. Repair robots will be needed to keep the base going, but have a harder time traveling long distances. At some level it will be considered "broken" and stop working at all. If you build a factory it might start at 150% or 200% repair status (will show as 100%), will decay over time and once under 100% then it will affect productivity multiplier (ie, 50% = half production speed). Automatic tube building to nearest structure as an option, so you can focus on playing more. Colony layout will matter more distance affects resource diffusion or availability. Automatic slow down on emergencies and problems. You can make it almost turn-based if you wanted, but you won't have to keep clicking the next turn button. Game progresses in small ticks via "speed" setting. Even with air and water I want to give some time to respond, and also storage buildings for these things to mitigate disasters and provide even more time. If not dealt with, then people will eventually being to die from malnutrition, but it's not a sudden event and you would be notified well in advance. For example, 1 food unit per person or 100% of requirement fulfills nutrition, under 100% and they start rationing, which does reduce health.

planetbase starting location

Instead, problems unfold slowly for the most part. For example, metallic deposits will contain some silicon, which needs to be refined and then processed with some precious metals to get processors. You may need a couple of steps (buildings) to make what you need for more advanced things. Raw resources will sort/refine into different things. The longer the distance, the lower the yield (I may do a truck modeling and assign more to get it moving faster, but you would be able to see them working at least to get a feel for capacity). Mining yield maps (each resource type) and randomly generated ores you can place a mine anywhere but certain ores or resources will be in the area they spawn and less as you move away from the center of concentration, and at low base levels elsewhere depending on planet type. There are a few things that I want to add: This "coverage ratio" thing turned out to be very boring, so I need some suggestions for mechanics that will make each building and resource type more flavorful. The #1 cause of a death spiral is lack of labor (if you build everything at once), since it's horribly unbalanced right now. You basically just need a 100%+ coverage ratio and labor/resources to run the buildings. The mechanics of Colony X are pretty basic, for prototyping purposes (see image: ). The gfx took longer than the coding, so I don't want to focus on that just gameplay. Initially I can make rectangular buildings with text on it instead of a graphic, like "" and replace with graphics later from someone who is better at that kind of thing. It allows the use of larger graphics over multiple tiles. I am also not a graphic artist so I wondered if it would be easier to switch from isometric to x/y grid style similar to Outpost 2 (only in terms of visual presentation). It is written in VB6 and I now use C# so I considered porting it and doing some re-work.

planetbase starting location

I immediately played a couple rounds of Outpost 1.5 and dug up my old project, Colony X. They have tube connections, oxygen diffusion, and robots that help with various labors (even an agricultural dome of sorts). There is a game coming out in a week or so called PlanetBase, which has a lot of things in common with Outpost (amazingly, the dev didn't even know about Outpost).






Planetbase starting location