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Research re-purposed & Achievement Reward system.


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Hello!
Idea summary.

  • Technologies are released though a persistent achievement system. Games starts with all available buildings are enabled since the from start. 
  • Research offers mutually-exclusive upgrade options for building's and Dupe traits (for instance: less energy consumption or better oxygen/algae rate...)

Issues addressed with this idea (and why it helps)

  • New players getting lost in the tech tree.
    With just some buildings at their first run, players will learn step by step how each feature works.
  • Its hard to plan your base properly if you don't have the ability to use some building right away.
    Having all buildings right at the start helps a lot on the process to build your dream base, I know rebuilding is an option, but how the this game goes, its quite hard to find time to rebuild an entire section of your base to use a new tech you just released.
  • To research is really boring...
    Every game I played til today, consisted on me wasting my first ~30 days researching, to then, starting to build the base (and having fun). and every time I think about restarting the game, the though of re-researching everything is quite a downer (and more often than not, makes me to step away from the game for some time)
  • Research stations get useless after mid-game.
    With the upgrade system, research becomes a mid-late game.
  • The game could offer more ways to solve a single problem.
    because the upgrade system, the same building could avoid different problems, requesting different approaches for the remaining problems, for example, if I decide to move all my machines to have lower heat output instead of energy consumption, my focus will be on solving energy issues instead. 

Other cool points about the idea.

  • I like how this game's experience develops itself around trial & error and curiosity, like Reus I believe O2NI could also benefit greatly from a persistent reward system that not only awards players for innovation but also inspire them to go further in next iterations. Losing in this game is not as bad as in other games; every time I lost my base, it only made me want to go back into the game to try again. I think the game would gain a lot from mechanics that tap on this aspect.
  • I imagine the hardest game design task for the game is to maintain a difficulty progression involving new features and mechanics as the base grows, this idea also addresses that, with the achievements, some hazards could be also delayed until players manage to accomplish easier feats.

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