#Working on a mechanic in my mod that

1 messages · Page 1 of 1 (latest)

worldly vortex
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I've been debating whether there should even be maximum. Tentatively, the maximum is raised by a research using the mods science however I feel like that puts a limit just for the sake of putting a limit. An alternative idea I had was make the bonus start off as something like 1.1x, and you can raise the bonus with research levels up to 2x or even 3x? maybe even an infinite tech.

If anyone has feedback on this idea, I'd love to hear it

dusky pawn
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A limit based on some tech sounds cool. And the effects look very convincing, well done!

tardy crescent
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I would like to know how these resources will be consumed? I initially thought like an awesome sink thing but that might feel too easy

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And I agree, the effect looks very good!

worldly vortex
# dusky pawn A limit based on some tech sounds cool. And the effects look very convincing, we...

I initially thought that as well, but I'm starting to think other options might be better. My intention is for the player to gradually get better use out of this mechanic and feel stronger as their factory grows, and I thought that would work well. Now though, I think that it is just holding back the player even if they have the infrastructure to support it until they do a research. For context, my tentative plan for people to get these "overclock points" as I'm calling them for now, is to launch something called an overclock satellite close to the Sun.

So to get these points, you need to

  1. Create these satellites (Could be on a planet for another challenge, or a platform. Haven't decided yet.)
  2. Get close to the Sun and deal with the consequences of that (hot, unsustainable fuel)
  3. Launch the satellite, and then make it back to Vulcanus for one point per satellite launched.

Early on maybe these are very valuable points, and so having satellites being launched with no meaning because you are at the max may feel discouraging.

As I mentioned, the max will be able to be raised through an infinite tech. Unsure how it would scale yet, but this means 3 options

  1. The cost exceeds the limit scaling, and thus there is a softcap on how much you can overclock at once
  2. The cost scales with the limit in a favorable way, and thus it isn't really a hurdle
  3. The cost doesn't scale, while the limit does. This means that the tech is just meaningless
    I personally don't like those options lol.

My other idea (researching stronger bonuses with no cap) lets people use what they make, and it gets progressively stronger

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And thank y'all on the feedback for the visuals, that took forever to figure out as I've never really used rendering lmao

tardy crescent
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How exactly is it with the points? I understand that there is a maximum but I think it would make more sense to have to launch a certain amount of satellites a minute to be able to sustain x effects indefinitely. Or is that already how it works?

worldly vortex
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Right now it is just consume x amount of points to boost x% of module effects. So to boost a prod 3 module, you consume 10 points. Just a one time transaction currently

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If I have it be something you have to sustain then that raises the question of what happens if you have a bunch of buildings overclocked, and you can't sustain them all anymore? Do they all shut down until you launch one singular satellite, or is it the one building that was last overclocked, or what? That is partially why I wanted it to be a one time thing.

tardy crescent
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Ah I see. I would basically do it the same way a power outsge is handled

worldly vortex
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hmm touche, that's something to consider