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How is everyone else dealing with the update cycle?


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So I haven't been able to rouse myself into starting a Ranching MK1 world. In Oil, Automation,Tubular and Occupational I got bases up and running past all of the research and into the 200+ cycle range. I just can't seem to get myself to do it all again, again. Even with all of the changes the initial get a base going phase hasn't changed. That first 100 cycles is basically identical (just now with a totally different priority system that I don't really get).

A big part of it is I spend a lot of time rolling dupes. I like my first three dupes to form the backbone of my base, so I usually roll for learning and a miner/researcher/supply. This can take 15+ minutes if I get anal retentive about what I'm looking for. Then I get to generate a world which may or may not be sufficient, so I need to debug and then clear the map so I can see what geysers/volcanoes/fumaroles have spawned. If the worldgen is poor, I spent all the time rolling dupes for nothing, but if the world is good and you picked junk dupes you're just as stuck with wasted time.

I suggested a while back that they let us have a "dupe builder" for our first three dupes. Let us allocate points and pick negative traits for bonus points to distribute, like at the beginning of just about any RPG prior to 2000. This would eliminate a LOT of time spent on the RNG. I would also suggest that worldgen happens before rolling your dupes (maybe have the initial dupe rolling happen in-game at the printing pod?) so you can check out the map first without wasting any additional time.

I have similar problems with Factorio, but in that I just have to generate a bunch of new worlds until I see one that looks like a solid start. It's much harder to judge a solid start in ONI. How is everyone else dealing with the rapid dev cycle and major changes to things like worldgen? I wish we could just bring in an experienced dupe crew to a new world, that way the several successful bases I've had don't feel completely wasted come the next patch.

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I understand :D  The first 200 cycles are for setting up the base.

Bring in experienced dupes or super experiencing dupes! :D  That's why I made my dupes super fast(mod - MaxAttributeMultiplier). Every time I make a base, it's always the same; because I like it that way and it works. So when the game gets updated/patched I don't have to wait long. I can get back in and test new things out.
With the mod, stress and disease are still an issue for the player.

Yep, sucks when you find all your geysers and they're subpar or you don't get any metal geysers. I want my Gold!

I used to also really take my time on the dupe selection screen but now I just look for Str and make sure their bad traits aren't too terrible. i.e. Narcoleptics I can take one or two loudsleepers. Gastrophobia is a good trait I always tend to pick because I've never really focused on cooking. Also, I don't specialize any of my Dupes so they're free to do whatever they want.

And now with the introduction of the Job Board I really don't want to specialize any of my Dupes unless I have to. 1-2 Ranchers and 1-2 Tenured Scientists. Otherwise I just move on down the Job Board when someone finishes their job class(for the stat increase). The stress from mastering a job is easily dealt with by using Snazzy Sweaters. I don't even have to grow thimblereeds!

A Dupe Builder, sounds interesting.

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I was taking my two smartest and running them as a research team so I can get two dupes with over 10 learning quickly, then having everyone smash out the Gofer job tree ASAP for the carrying capacity. Narcoleptics are mostly okay, just no supply jobs because I hate dropped materials (or ice :S). Anemic or Noodle Arms are hard no's, and I will not take a flatulent until I get ventilation tech.

Stress was super easy to deal with, art and statue spam + snazzy suits and half-decent food only had my miner stressed from not being in an exosuit yet

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minmaxers have it rough :o)

if you fiddle this much with generation and start maybe the reason behind the initial monotony is that you try to achieve identical starts. 

My advice: dont check the map when you start, dont fiddle much with initial dupes, and increase difficulty to max. Take a dupe every 3 cycles no matter what, and you will find yourself an exciting game from start to finish. If you even survive 200 cycles, guaranteed that it wont be boring or repetitive.

To be honest I dont think the game is meant to be played on regular difficulty many times - of course you can do it but whats the point.

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I usually spend some time rolling my dupes, then launch the game and play. So far I haven't had a seed that would ruin the game for me.

Skills to go for are high athletics (5+), at least one able to research (not all Yokels, skill level does not matter), preferably one with 4+ in creativity, but that's not necessary. And no negative traits.

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I want to get to the point I can actually play with systems. I cut my teeth in the oil update, don't see any reason to force myself to run out of food or oxygen when I just want to try and build a steam turbine or try an AETN steam condenser. I want to play with my creative ant farm! Not try and kill it off. :( Just every update requires a new worldgen and there's no way to jumpstart my crew or research or anything. There will need to be a new worldgen in two weeks when the preview comes out if I want to play, and another two weeks after that when the MK2 launches. The first 80-100 cycles is always setting up base and life support, oxygen, bunks, bathrooms, food, water recycling, and hammering out all of the research. Pre Occupational I was doing it in 50-60 cycles.

I guess I could play in debug, but that lacks any challenge at all and isn't fun other than for systems testing.

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I dont care about the map either, ill just play with what i have. Some are good, some are ok, some are terrible, that teached me a lot about what to and what not to do, how to do it and when. Playing a map that is full of all the good stuff ends up getting boring, and i like long runs. Being ready to adapt is right on the first page of "dupe survival 123" :)

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10 minutes ago, Kasuha said:

I usually spend some time rolling my dupes, then launch the game and play. So far I haven't had a seed that would ruin the game for me.

Skills to go for are high athletics (5+), at least one able to research (not all Yokels, skill level does not matter), preferably one with 4+ in creativity, but that's not necessary. And no negative traits.

I'm sure there's not one that would ruin the game, but I'm picky. I'd like a metal volcano of some kind, and I'd like a good selection of geysers. I just rolled a map with all different ones (no repeats) and a gold volcano, which will give me a lot of stuff to try and play with. I just can't bring myself to play when I start thinking about starting over again in two weeks. Maybe they should add in some "escape capsule" or something in worldgen that you could use to transport 3-5 dupes to a "new" asteroid and start a new worldgen with carried over research and dupe progress?

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