Incentivised gameplay by ore localization and soft-gating content

Daniel Meyer Pedersen shared this feedback 5 years ago
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Replies (3)

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[EDIT]


And by using escalating resource unlocking and resource locations gives an incentive for returning to previously visited places


Like having MG appear mostly on planets like earth / mars and use it for enhancing end game tech / fuel found on the alien planet like "enriched fusion fuel" or "enriched warp fuel" making the stats of said block more desirable


This would give the players a reason to move around or trade instead of holing up somewhere hiding with everything they need in one place

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I don't know enough to have an opinion on the specifics proposed here, but I wholeheartedly agree with the need to push players out of there location and comfort zone by having more advanced builds requiring resources found elsewhere.

There's space and all its variations, several planet, the surface of said planets and deep underneath it. In details, we could easily have 14 different "biomes" (for lack of a better world):

  1. Space, with dust or mini asteroids as resources
  2. Big asteroids in space
  3. Earth like planet surface
  4. Earth like planet deep underground
  5. Mars like planet surface
  6. Mars like planet deep underground
  7. Alien planet surface
  8. Alien planet deep underground
  9. Earth like moon surface
  10. Earth like moon deep underground
  11. Europa moon surface
  12. Europa moon deep underground
  13. Titan moon surface
  14. Titan moon deep underground

Each of those "biomes" should have very different engineering challenges, and gameplay reasons for player to go there, explore, and tackle those specific engineering challenges. For example, resources or advanced block unlock only available on some of those "biomes".

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I really like the core idea behind this, it really adds a purpose to explore other distant planets/moons and engineering the means to do so.

However the devil is in the details on how this would be implemented.

For one i don't think is should be that you cant find ANY of one type of resource at a given location/planet. I think you should be incentivized to explore but not forced to do so.

So instead it should be rare. But I don't think having less ore veins of the rare type of ore is the way to go because of the huge amount of ore you can get from each vein. If it was just harder to find a vein in a location/planet/asteroid it would just mean you need to just move on and check the next vein instead of engineering your way to another planet/location to get the resource type you need.

I do not think vein sizes should get smaller as having them large and containing a large quantity of ore adds to the engineering challenge to mine it via ship or drilling rig and adds to the feeling of discovery as you find the ore you that you need. It also encourages a permanent base next to a vein instead of drilling a tiny bit and moving on.


Possible solution A:

One simple way to do this would be use the planet boulders as a limited source for the rare resource on a given location/planet. A given location will never have a vein of some type/s but the boulder's can still spawn as anything allowing limited access to the rare resource for that planet.

One issue with the boulder idea is it would be only for planets and not asteroids, unless you want to think of that detail as a feature and not an issue. For example if asteroids do not have what you need you could find a small quantity in boulders on a nearby planet, even if a further planet would have a higher density with actual ore veins.


Possible solution B:

Add a richness variant for some or all of each ore type. For example you can have a "iron ore" and "rich iron ore' and control the rarity for a given location or planet that way. would need to make the yield difference quite large to properly incentivize and not have people just mine a bit longer.


Possible solution C:

Control rarity/yield with the refinery itself based on its location at the time ore is refined. So for example refining iron on the earth like planet might yield 10X iron and refining uranium on the alien planet might yield x10 more uranium. As an aside this could add interesting gameplay elements, such as mine ore in one location then go to another specific location to refine it.

A global change in refinery yield would be necessary to maintain current balance such as divide all yield by 10 so in the above corresponding locations the yield would be the same as it is now but doing so on the wrong planet/location would effectively divide yield by 10 from what it is now. (all numbers only as an example)

Or to the same effect instead of at the refinery it could be done at the drills, drilling at specific planets/locations would give more or less ore depending on location. This might be more realistic but harder to do/code?


Then of course in addition to the above you will have to decide where the different ores should or should not be found.

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