What comes after. (Colonization)

Post your ideas and suggestions how to improve the game.

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Kingko
Manual Inserter
Manual Inserter
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What comes after. (Colonization)

Post by Kingko »

The latent purpose of the factory set out from the start of the game is to send resources back to home. The question weather to nerf bots or empower belts inherently the flawed question, at this time. You start with belts and then move one to bots as the next generational step it is fine for them to be more powerful. The question is what happens after bots because at that point you would have already or have already launched the rocket. Then instead of ending the game you make it a mile stone instead.
As a way to progress the game you can say, the managers or whatever were impressed with your performance and as your next you are to prepare a colony site. The rocket becomes a avenue, by sending resources with your rockets you get merit points or something that you can use to purchase to unlock researches that you have to research to handle the alien world or something. By doing this unlock first the ability for you sustain a colony and then to make it thrive. But the merit points need to be limited at a point so an alternative is to get something like a specialized product you cant make at the time or at all. It is after you have established a secure basic colony that you can use the colony like a research pool to unlock the next generation research tree. The game becomes managing a growing colony and providing it with progressively more luxuries and advanced needs to research the new tree. And a colony and supporting its people come with things like a basic happens/productivity metor, colony needs food-water-shelter-defense. By having the activity of the colony make the aliens more aggressive, not necessarily stronger that is for pollution, have them be attracted to the colony so that bases regrow.

Warning: The colony needs to be mostly or entirely passive (representative avatar to alert player of colony needs) anything regarding politics or relationship value should be limited to multiy player it really would through the game askew.

Reference: Something like Transport Tycoon Deluxe (TTD)

PS. Have structures with internals/functions. Like a small house for the player to sleep through the night with they want. Also gives alternative uses for personal weapons if given to colony.

I would like opinions on this.
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