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Ballance suggestions from RTS player


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Hi. This post is for developers. Will they read or will not I don't care & I'm glad to hear your comments. And I don't care about you same as you don't care about me. I'm here because I really like Oxygen Not Included project(420 h on steam already) and want to say some words. So you don't know who I am & I don't know who you are lets respect each other as we may have different minds and live in different worlds. Now when all personal features declared, Pame!

Suggestion & Feedback are:

WHEEZEWORT - do not add game mechanic with fertilization(as per beta) // or give it a higher cooling abilty as reward for fertilization. Because duplicants time is the main resource for ONI). And this plant is a key ingredient in many closed cooling dissipation systems.

REFRIGERATOR(for food from QoLMK3) - decrease power consumption or increase storage amount.

DUPLICANTS ILLNESS - new illness system is useless. (QoLMK3) Duplicants now can dig in polluted oxygen with 10k of Germs for long time without fatalities. or even going to hospital(previous illness system was more interesting)

DUPLICANT JOBS - new job system has a nice interface but also worse then previous. Duplicant gain now perks very fast. Job system should be remade.

CO2 GEYSER - an amount of CO2/sec should be increased. For now it is totally useless(apr. 50 g/sec) 1 CO2 geyser can't even be enough to grow 5 slicksters or cool something.

STEAM TURBINE - could be good if the old version of steam turbine balanced can be also allowed for construction( as example found from blueprints somewhere on the map as well)

GENERAL - I expect a good story scenario in ONI, that player passes in parallel while building colony as well as some cool game end. Could be good to have some target for building the colony. to dig and find some scenario features. about who sends duplicants who built a portal and bla bla bla.

For now that's it thanks for reading

What's crazy is now we can't even really wild-plant wheezewort, it's 10kg phosphorite or nothing.

I think in general, I'm finding that the hospital doesn't do much except keep my duplicants who just got hurt from going to get hurt all over again (bit of a problem with the iron volcano I got). I wish dupes would automatically go to the hospital when ill, and illnesses were a bit more intense when not treated. I certainly don't want a return to the original illness system, cause that was just annoying (dupes would constantly get very ill from routine exposure to a few germs at a time).

With the abundance of chlorine gas, I'm wondering why we should even bother with refrigerators, just put chlorine in a box with the food (as a buildable item instead of tiles and an autosweeper). Then again, maybe chlorine should be somewhat toxic and harm duplicants if it gets on their food and person a lot.

I don't like the massive accumulation of skill points, it just bugs me with the icon later on when I've got everyone able to do what I need. I think it's okay in its current form, just really could use slower point accumulation.

Agreed fully on CO2 geyser, it feels like such an afterthought when all the ways to produce CO2 aren't actually that great either.

On 9.07.2019 at 4:42 PM, IS_Kyro_ said:

REFRIGERATOR(for food from QoLMK3) - decrease power consumption or increase storage amount.

I`m not sure if that`s needed. You can store food in CO2 or chlorine and it won`t ever spoil (you can use unpowered fridges for that).

On 9.07.2019 at 4:42 PM, IS_Kyro_ said:

DUPLICANTS ILLNESS - new illness system is useless. (QoLMK3) Duplicants now can dig in polluted oxygen with 10k of Germs for long time without fatalities. or even going to hospital(previous illness system was more interesting)

I can agree that risk of them dying made it more interesting but the system wasn`t balanced and dupes almost never got sick unless on highest difficulty. Now it`s mostly an annoyance. I`d prefer if the symptoms were more severe and a doctor couldn`t remove it in 2 seconds.

On 9.07.2019 at 4:42 PM, IS_Kyro_ said:

DUPLICANT JOBS - new job system has a nice interface but also worse then previous. Duplicant gain now perks very fast. Job system should be remade.

But what`s wrong with it? Don`t say it should be remade without saying how you imagine it to work. The old one was just wasting your time clicking on each job under your current morale. Now you have to decide which skills you can afford. It`s more interesting but less realisitc. I can live with a little less realism.

On 9.07.2019 at 4:42 PM, IS_Kyro_ said:

CO2 GEYSER - an amount of CO2/sec should be increased. For now it is totally useless(apr. 50 g/sec) 1 CO2 geyser can't even be enough to grow 5 slicksters or cool something.

Quite a few geysrs have laughably low outputs. CO2 is one of them. Other include the hydrogn vent and the polluted oxygen vent as well as the hot steam. They need some balance for sure.

On 9.07.2019 at 4:42 PM, IS_Kyro_ said:

STEAM TURBINE - could be good if the old version of steam turbine balanced can be also allowed for construction( as example found from blueprints somewhere on the map as well)

The old turbine was so clunky it almost never worked. If it did it required a lot of room and seved the same purpose as the new does. I prefer the new one. Easier to manage and harder to exploit.

On 9.07.2019 at 4:42 PM, IS_Kyro_ said:

GENERAL - I expect a good story scenario in ONI, that player passes in parallel while building colony as well as some cool game end. Could be good to have some target for building the colony. to dig and find some scenario features. about who sends duplicants who built a portal and bla bla bla.

On the preview ther is a proper victory condition after reaching a destination in space. There are also some achivements. It would be cool to have some other types of asteroids unlockable as well. Some scenario type asteroids with special features maybe.

15 hours ago, Sasza22 said:

But what`s wrong with it? Don`t say it should be remade without saying how you imagine it to work. The old one was just wasting your time clicking on each job under your current morale. Now you have to decide which skills you can afford. It`s more interesting but less realisitc. I can live with a little less realism.

As real example(QoLMK3): when the colony is developed(700-800 cycle) I gain new dups. I give him perk "Hard Digging"(white helmet) and after 15+- cycles he gets "Improved Digging"(black hemet). /exampleend. That's reduces the value of some old dups for the colony. Because if somebody experienced in colony dies for good. After 20 cycles dead duplicants role in colony can be easily  substituted. For my vision new job system is too easy, & should be more various. My vision what to change: You like to gain duplicant a 3-rd level skill, except his morale, he must obtain a minimum for some basic characteristics (like force, knowledge, kindness ) & some group of jobs learned before, as well a job learning progress(as it was in prev. versions of ONI).

 

15 hours ago, Sasza22 said:

The old turbine was so clunky it almost never worked. If it did it required a lot of room and seved the same purpose as the new does. I prefer the new one. Easier to manage and harder to exploit.

Well it wasn't it worked very well in pair with steel aquatuner in Hydrogen. That was +800W of energy(2000-1200) for continuous operation(do you need a screenshot...?).

7 hours ago, IS_Kyro_ said:

As real example(QoLMK3): when the colony is developed(700-800 cycle) I gain new dups. I give him perk "Hard Digging"(white helmet) and after 15+- cycles he gets "Improved Digging"(black hemet). /exampleend. That's reduces the value of some old dups for the colony. Because if somebody experienced in colony dies for good. After 20 cycles dead duplicants role in colony can be easily  substituted.

This makes it easier but it also assures you won`t screw yourself over if you lose an experienced dupe. You can still replace him in a reasonable time. But the new dupe will have low athletics and strength (which he would passively gain over time) and still lack other perks. A specialised dupe is only good for one thing while your older guys can do almost everything and have a lot of passive stat bonuses on top of that.

I can agree that morale requirement for lvl 3 stuff is too low though.

7 hours ago, IS_Kyro_ said:

Well it wasn't it worked very well in pair with steel aquatuner in Hydrogen. That was +800W of energy(2000-1200) for continuous operation(do you need a screenshot...?).

I don`t remember that particular design. Was it some sort of power positive loop? Anyway currently you can do the same for a bit less power. I like they made sure perpetum mobile is mostly impossible. The simplification makes it easier to use as a cooling device and saves some space.

On 11.07.2019 at 6:21 PM, Sasza22 said:

I don`t remember that particular design. Was it some sort of power positive loop?

That was a positive loop.

Spoiler

old_turbine.thumb.jpg.32f74f203340deacc569d16cbd70366f.jpg

 

Now turbine is negative loop regarding energy but is still intersting. Thats why i suggested to add old imba-turbine as blueprint for late stage of game.

On 7/9/2019 at 9:42 AM, IS_Kyro_ said:

WHEEZEWORT - do not add game mechanic with fertilization(as per beta) // or give it a higher cooling abilty as reward for fertilization. Because duplicants time is the main resource for ONI). And this plant is a key ingredient in many closed cooling dissipation systems.

Agreed, wheezeworts are already limited by the number that can spawn on the map. This fertilization change makes them almost useless in my eyes.

 

On 7/9/2019 at 9:42 AM, IS_Kyro_ said:

CO2 GEYSER - an amount of CO2/sec should be increased. For now it is totally useless(apr. 50 g/sec) 1 CO2 geyser can't even be enough to grow 5 slicksters or cool something.

Agreed.

On 7/9/2019 at 9:42 AM, IS_Kyro_ said:

DUPLICANT JOBS - new job system has a nice interface but also worse then previous. Duplicant gain now perks very fast. Job system should be remade.

At the very least, perks need to have an alternative use once one gets all the jobs one wants for a dupe.

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