#incentives for repeated play-through (even without further ingame content)

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peak radish
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Currently the game has an amazing story (or start thereof), and allows to scale production in interesting ways.
But it is currently hard to compare different game runs, and the endgame requires still a lot of manual labour in parts which become eventually tedious. Here I gather a few ideas which (in my idea) will give (me) motivation for several play-throughs and run the game repeatedly, striving for improved optimization of what I have been building. I see two additions to the game which would make it easy for people to gain bragging rights for their bases, and for everyone also to find their own pet peeve which they want to optimize more and more:

Production and base statistics, some examples:

  • Production and conumption per material per unit time (I'm thinking here on the statistics available e.g. in factorio)
  • Building statistics, and their efficiencies? Maybe for individual buildings also a graph for efficiency and production over time (e.g. like for material prices)
  • Power, water and oxygen generation and consumption statistics. For bonus points per type of associated building separately
  • People and how they spent their time
  • Graph at end of game to show growth over time (people, power consumption, fame with factions and total fame...
  • Delivered goods statistics, by destination and/or faction for bonus points
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  • Auto-Contracts
    introduce the ability to automatically accept contracts. This could be in the form of additional tech required for this, and a contract manager hired. And it would need the ability by the player to assign baseline ressource limits which will not be touched by an auto-contract system. The auto contract system would manage the landing pads and expedition center as it sees fit and accept only contracts which can be fulfilled by available excess ressources. Probably a configurable limit of how many concurrent contracts can be managed, how many cargo trucks and landing pads can be used by the auto-contract system is needed, too (so that the player can still accept one or two contracts on their own)
worn cedar
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I feel auto contracts would need a 'wire' system and something to fully automate loading to go with it. (like a system that only draws the mats needed for the current contract out of the connected storages) Make a system that allowes to 'wire' the storages to the connected delivery system. That way you can give the auto system it's own storage array and fill that with overflow from the main storage.