Enginator Posted February 24, 2018 Share Posted February 24, 2018 I just wanted to start by thanking the Dev team for the game so far, I have thoroughly enjoyed the experience and am invested in its development in the future. I am transitioning into a few hundred hours of play time and just wanted to share some thoughts with the community and get some advice. I think one of the main draws (and hooks) of the game is that the base building is a little opaque. Design decisions that you make have knock on effects that do not reveal themselves until later in the game. Many moments like 'oh crap why is nothing getting built down there, oh its because there is no oxygen, oh crap my base is barely breathable, I stuffed the oxygen calculation. In order to design and build efficient bases, I have opted for the use of a spreadsheet. Most of the fun of this game is building machines of machines that do unique things with the resources available. With that being said, the tedium of maintaining the spreadsheet is getting to me a little and I just wanted to know: How do you guys manage (and plan) base requirements? Is it an iterative build? Are you putting out spot fires all the time or anticipating? Do you have a better way than spreadsheets? How do you do your spreadsheets? With that being said, do you feel like there is room in the game for a little improvement in the production UI. The game that springs to mind for me is the production graphs of Factorio. You can see there is an issue, and diving into the graph helps you identify and fix problems in the system. As I mentioned before, I think a bit of opacity and 2nd / 3rd order instability effects makes the game exciting but if I can fix it with a spread sheet, why not include some sort of functionality in the game. I was wondering if you thought there was any room to balance giving players a little more information with keeping them a little edgy. Link to comment Share on other sites More sharing options...
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