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Re: Peace with Aliens

Posted: Mon Jun 10, 2019 8:50 pm
by Ranger_Aurelien
zOldBulldog wrote:
Sat Jun 08, 2019 10:54 am
Even without any of the above, you can launch a rocket without ever fighting an alien if you build small and use No Expansion, max the Starting Area size, and max the deposit richness settings. These kinds of settings are typically used by people attempting the No Spoon achievement.
Try Island 75% size or so, and you can have peace with aliens on otherwise default settings -- you and they can start on separate islands!

Re: Peace with Aliens

Posted: Mon Jul 01, 2019 5:02 pm
by azizmandar
Normally when a game had pollution it means you need to manage it. It took weeks for me to realize that reducing pollution really only impacted how often you get attacked and how fast the enemy changes.

Having a path that encourages eco friendly play would likely become the path most new players take at first. I could see it being a tricky and achievement worthy goal since the less pollution solutions tend to need more space (like solar) and natives don't tend to like being asked to move.

If you do add something like this I'd really enjoy trying it out.. but I'm not sure if it will replace the way I play the most.

Re: Peace with Aliens

Posted: Mon Jul 22, 2019 4:35 pm
by FredHp
Peace with aliens? IMHO a wall of lasers is the best way to make peace....

Re: Peace with Aliens

Posted: Wed Aug 21, 2019 1:28 am
I recently did a pacifist playthrough where I purposefully kept pollution low and built my base to minimize its harm (actually by maximizing area, so that there is more nature to absorb the pollution).

I thought it was a really interesting idea and actually got quite far, enjoying the various new challenges that it presents, a very fresh take on the game, but towards the last half of it I noticed that aliens do actually spread out regardless of pollution (and thus conflict is inevitable), later reading up on the wiki to confirm this suspicion.

Playing it much past launching a rocket is at least hard and maybe even impossible due to the increasing alien nest density, but a rocket launch is all you need I think - that's where the many parts of the game end.

To this end, I do fully support the idea of making pacifist a viable playstyle, even if no-one is going to accidentally play like it, especially since it already seems so close to possible with the current game mechanics (which perhaps disregards the technical challenge of retaining vengeful expansion from destruction of old nests).

Re: Peace with Aliens

Posted: Mon Sep 30, 2019 7:23 pm
by Serenity09
I love this idea! I don't find fighting them fun, and i still think i'll probably just prefer flat peaceful most of the time, but there are moods where i think i'd like an inbetween. Something that gave me a few problems, but maybe ones that had more mutualistic requirements / outcomes. Would you ever consider alien factions?

Re: Peace with Aliens

Posted: Thu Dec 19, 2019 7:13 am
by dgnuff
Interesting idea. Earlier in the thread, the idea of trade / communication was suggested, but the counter-argument was given that the Biters didn't seem intelligent enough for this. That's a good point, but here's a suggestion to work around it.

Let's say there is some sort of "Hive Overmind" that is a collective intelligence of the Biters. Sure, the individuals aren't at all smart, but the Overmind is. It just doesn't know who we are, all it can see is that we're on the planet, producing tons of pollution. Therefore it thinks we need to be removed. If it was able to detect that we're actually trying to minimize the pollution, that would be a first step.

Maybe some research could uncover things it considers useful / valuable that we could make. That would be the next step, and just let it progress from there. At the grand scale, this could possibly provide an alternate end-game. How fast can we create trade goods for them that can be exchanged for Artifact Science Packs that could then be used in place of Space Science Packs for end-game research.