slippycheeze wrote: ↑
Sat Jul 27, 2019 3:13 pm
All that said... mmmPI, I really want to say you are going about this the wrong way. I think a great deal of the fun in the game comes from two main things, in my experience: working around arbitrary restrictions, and from messing up then doing better next time.
I had never implied i found bus map fun, it is different ! I would advise a flat desert map with no biter and much ore to make a good main bus map, that's simple and straightforward, they are all the same, except for ressources location, but that doesn't matter that much ( unless op wants a seed were ressources are abundant, well distributed and stuff. )
That's my vision of a "good bus map" , that was the first systemic approach i had, at first i was building organically/chaoticaly when i started the game, then main bus, after that you could improve/remake part of your main bus , or try a different approach like a grid-like base or dedicated factory etc.
Maybe i'm wrong maybe a "good bus map" is a small island full of cliff,
because that makes it a real challenge and else main bus tend to be repetitive and boring, NOT the few first though, as the first 1 is always a mess/achievement/pride i guess, or atleast gives you idea for improvement for the 2nd one, and maybe the 3rd one you try a harder map, but after several, it felt reusing the same things for me.
So i would agree that a great deal of the fun in the game comes from working around arbitrary restrictions and from messing up then doing better the next time. Even though i do not conclude from that in the same way