sunnyskies wrote: ↑
Tue Mar 05, 2019 2:53 pm
I have a sneaky hunch that if this new campaign had been delayed a couple weeks until the old playerbase had adapted to the v.16 to v.17 changes, there wouldn’t be this much backlash.
Combat is... a lot
more important in 0.17 freeplay. I don't know how many people have started a new world on default settings in 0.17, but it's a major change, and tbh I don't think I'd be this able to handle it if I hadn't started out with the campaign. Freeplay is certainly easier
than the campaign, on the combat front, if you make the right choices and go the right directions... but if you scoot close enough to a base, the attacks aren't all that different. They put the pressure on in the campaign, but the attacks in freeplay feel very much like the early attacks when you first start the final research in the campaign.
McDuff wrote: ↑
Tue Mar 05, 2019 3:06 pm
The campaign mechanic explicitly uses pollution, but you'd never know that unless you came to the forums.
Again, how does knowing that change the way you play? Once you know the game is using pollution to scale attacks, does the campaign become better and more fun?
Showing how A leads to B is good. Weird how you don't think that's true in a game which is all about chains of causality.
Then why doesn't the campaign tell you about power?
When the player is told to put up a steam engine, surely he should be told about how the fluid system works, and how the offshore pump puts water in the boiler through a pipe which is then heated up to produce steam which is converted into electricity by the steam engine and then all your various machines consume that electricity? We don't teach about water, or about steam, or about electricity, or about brownouts and blackouts.
I submit that the reason
we do not teach this is likely that the complexity would confuse and frighten the player at this early stage, and besides most players will never need to know about it. Nobody is going to hook up too many boilers to their pump, or too many steam engines to their boilers, and nobody is going to ramp up production past 900 KW. If they do, they undoubtedly understand that what they are doing is abnormal.
Isn't it the same for pollution?
You're probably going to have between 100 and 200 pollution, adding up all your ratings, if you build what you need to build and maybe a little more for extra combat preparation. So if you tune the game to have the desired level of difficulty when pollution is at that level, you don't have to tell the player this is the level to keep pollution at. You can just leave them alone, and they will probably end up right in that range. If they don't, they probably
know what they are doing, or at the very least that what they are doing is abnormal.