Jump to content

Game mode: you are forced to print new duplicants


Recommended Posts

Currently, the optimal strategy is to postpone creating new duplicants, keeping their number reasonably low. This leads to slow, 'turtling' game style.
I find it not challenging enough. Of course it becomes challenging later, but you need to wait for too long. People report about colonies surviving over 1000 cycles with no troubles.

So, I suggest to introduce new game mode. In this mode you are forced to print new duplicant every time it's available in the Printing Pod. Game should pause and prevent you from doing anything until you print your new dupe.
Additionally, you should instantly lose when any duplicant dies. Otherwise, you could intentionally kill some of them to keep population low.

This way you run into troubles faster. You can't sustain your colony forever, game always has an end.

Of course, I could just play by these rules without any dedicated game mode (and I do now).
Why I want it to be officially supported:

1) It would lead to popularization of this mode.
2) Game could keep track on your personal records - maximal number of duplicants achieved.

What do you think?

I've suggested the same thing (and probably others), but I wouldn't end it on dupe death necessarily (that could be a mode though).  You could also have the game track several statistics, and those statistics could serve as achievements/points of comparison.  For instance longest-lived dupe, dupe deaths, dupe that has moved the most tonnage, dupe that has eaten the most, total calories eaten, total water used, just interesting stats like that.  

Then, cumulative dupe-days, which would be the cumulative total of the age of each dupe you have still living.  This would be the most useful for comparing between people in terms of challenge.   So yes, you can kill off dupes, but you'll lose their accumulated days (and potential days).  It could be shown as a fraction; what you have/ what you would have *if* all your dupes had lived up to this point. 

9 hours ago, Hohol said:

What do you think?

I think it's an interesting challenge everybody is free to take in their own discretion without need for a special support from the game for it. All the elements are present, you just set up your rules and stick to them, 

Some streamers already tried that and I think they got reasonably far without intentionally killing duplicants. But forcing this game mode on players that aren't willing to play along is bound to have just one effect, the player killing the new unwanted duplicant the first cycle he appeared in the base. Killing duplicants is easy and there's no punishment for it.

I remember on a stream a while ago (way before the alpha release) they said they might make it so you can't just reject dupes. Maybe they are still planning to implement that one day. Not forcing you to accept infinite dupes but at least forcing you to print a certain minimum.

Reached 93 dupes yesterday. Unfortunately, playing with this crowded colony is just painful for now.
Fps drops significantly.
Duplicants work very, very inefficiently. They ALWAYS tend to steal a job from someone very far away.  All the time you have to watch dupes standing idle near unfinished task, because someone at farthest edge of the map decided to take it.
It's super annoying. (I know there is some kind of workaround with mechanized airlock restrictions, but I didn't use it).
We badly need this update:

Quote

Duplicants should handle tasks in the same location a little better. When a duplicant finishes a task, they may take a task in the area away from a farther-away duplicant coming to do the task.


 

Someone will find a way to kill dupes fast - but implemented in a way that won't bug down the game and people might enjoy it as an alternate game mode. If however you only get a dupe every 15-30 minutes players might think twice about rejecting dupes?

I don't think this needs to be a separate game mode.

I myself reject duplicants unless I find one with the stats I want, (and sometimes based on look as well) so I guess that puts me in the "slow turtling" group of players. I would still want that to be an option, but I wouldn't be opposed to adding a game element that, as the game progresses, makes it important to have a minimum level of dupe job-power available.

Not sure what this game element could be though.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...