Author Topic: OutpostHD - An Outpost Redesign  (Read 16264 times)

Offline Hooman

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Re: OutpostHD - An Outpost Redesign
« Reply #100 on: October 20, 2017, 02:37:43 AM »
I could see multiple colonies on the same planet working. The other ideas sound fun, though I suspect the implementation would be hard, and the result ... probably not so fun.

Leeor_net, it's good to hear from you. I was wondering how the job was going. Figured you must be pretty busy with it. Hope you get over the flu soon.

Offline singthemuse

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Re: OutpostHD - An Outpost Redesign
« Reply #101 on: October 20, 2017, 08:07:12 AM »
I think theoretical physics would be a fun end game research tier. Not necessarily for new technology gains or anything but as a mile marker. My thinking is that if a person's colony has the time/resources to support the study of theoretical sciences, then the colony is likely VERY stable and has enough extra supplies and colonists to support that, rather than something more immediately necessary to survival like housing, mining, morale, etc..

Perhaps "theoretical physics" could be an option that would continuously study thus tying up the facility forever unless it is canceled. It could be a large drain on resources too meaning that if players choose it too soon, they would endanger the colony. It could open the door for creating the new starship maybe (after enough cycles of it being studied)? Or perhaps just gives bonuses to other facilities (universities??) while it is being studied.

Just a thought!

Offline Hooman

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Re: OutpostHD - An Outpost Redesign
« Reply #102 on: October 20, 2017, 09:02:26 AM »
Ahh, sounds kind of like the "Future Tech" in the Civilization series of games. Once you've researched the entire tech tree, you just continue researching numbered "future techs", with each one adding to your overall score. There was no actual in game benefit to doing it though. It just affected the high score rankings.

Offline leeor_net

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Re: OutpostHD - An Outpost Redesign
« Reply #103 on: October 22, 2017, 03:03:22 PM »
I think that's what Basic Research was supposed to do. It sped up current research by a few turns... ultimately not that useful.

I was thinking of something similar which would provide some sort of random buff. Like small efficiency upgrades, cost cutting, etc.
- Leeor
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Offline Goof

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Re: OutpostHD - An Outpost Redesign
« Reply #104 on: October 22, 2017, 04:34:24 PM »
Moral is a big thing in the game.
So just add moral to balance other issues could be sufficient ?

Offline leeor_net

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Re: OutpostHD - An Outpost Redesign
« Reply #105 on: October 25, 2017, 06:02:52 PM »
That could work. I still need to fully flesh it out but it currently works with the population model and the birth/death rates of the colonists. Need to get it to work with production and decay rates as well.
- Leeor
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Offline JetMech1999

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Re: OutpostHD - An Outpost Redesign
« Reply #106 on: January 04, 2018, 12:06:08 PM »
It's all about discussion. That's the only way to make a game fun if you ask me. :)

Also, forgive my curtness. I've been dealing with flu this week on top of work and a load of other stuff. I'm usually more articulate.
I get it.  No feelings hurt here, it sucks being sick.  Besides, redesigning a game from the ground up is enough of a challenge without trying to incorporate crazy new ideas into the version 1.0 of said rewrite.  Since it's been a while from my last postings, I hope that the new job is going well and that you're feeling better.  Can't wait to see the newest data and graphics. 

Offline leeor_net

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Re: OutpostHD - An Outpost Redesign
« Reply #107 on: January 07, 2018, 08:34:38 PM »
Glad OPHD is still generating interest even though I've kinda put it on the back burner for awhile.

On that note, I've made a few commits today and am getting the feel to get back into coding. I've settled into my new job, have been offered a permanent position with pay increase and health benefits so I'm far less stressed on that end.

Basically, boils down to I'm starting to pick it back up again.

I don't want to make any promises in terms of time frames... but you can check the SVN/Redmine projects for updates. :D
- Leeor
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Offline Hooman

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Re: OutpostHD - An Outpost Redesign
« Reply #108 on: January 08, 2018, 12:29:25 AM »
Yeah! And there was much rejoicing.

Checking out the changes now.


Also, congratulations on the job success.

Offline White Claw

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Re: OutpostHD - An Outpost Redesign
« Reply #109 on: January 08, 2018, 06:18:19 PM »
Welcome back, Leeor! Looking forward to updates, and congrats on the job. :)

Offline leeor_net

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Re: OutpostHD - An Outpost Redesign
« Reply #110 on: January 08, 2018, 07:03:40 PM »
Thanks, everybody! :D

Hooman, I saw your change to the initializer -- I didn't realize I had it wrong. Looks like Microsoft added their own non-standard flare once again. Either that or VS2015 doesn't fully implement the standard. Maybe I should just upgrade to 2017?
- Leeor
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