Breaking out a new thread to ask about a couple of things.
To start with, I'd like to talk about the mix of macro and micro management, in reference to the original and the changes in strategy game design over the last 25 years.
When I was looking through the UI forums, I saw a lot of mentions on things like managing warehouse resources, and trucking routes.
Before we look at putting in pull points and interface to make those mechanics something the player needs to manage, I wanted to ask what would happen if we treated those as "automatable" actions.
So, instead of laying down specifics on what trucks go where on manually created routes, saying "Prioritize these mines/resources" or "stop trucking when resources reach X level" may be a better way to require players to manage those, without having them become unmanageable.
It could even factor in building the trucks in a factory, or using fuel cells for the trucks, so that there could be decisions players make about using smaller trucks (faster build and resource gathering, higher fuel usage) or larger trucks (slower to get started, but can transport more ore or hit multiple mines in a trip).
Something I hate about strategy games is when a situation has only one real solution - trucks get from A to B - and I have to do a bunch of clicking and management to keep it doing the thing.
From a game in 1994, that's to be expected, but my take is that the remake should have more variability in how we interact with those systems as a player, so that the complexity isn't just sinking player time but is actually an engaging and meaningful set of actions.
Given all that, I'm not sure my opinion is the majority opinion, so I'm curious what everyone else thinks about the best way to introduce complexity in a way that adds engagement, versus just recreating the original along more faithful lines.
1. Is the overall design philosophy here geared more towards a recognizable but modernized take on the Outpost concept, or is fidelity to the original design and mechanics the priority?
2. Since this is in the future, and the future where we are interplanetary will have better AI, what's the feeling around letting the game take more control of drudgery tasks and giving the player higher-level pull points to make decisions about the macro gameplay?
3. Is there room or even a demand to have any options like this toggled, so that a player looking for a "classic" experience has a more Outpost 1 like experience, or a "modern" experience has less of the minutiae and more high-level mechanics they have to manage?