Outpost Universe Forums

Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: lordpalandus on March 26, 2012, 03:48:28 PM

Title: Patch: Continue Playing Option
Post by: lordpalandus on March 26, 2012, 03:48:28 PM
Continue Playing option for patch
Title: Patch: Continue Playing Option
Post by: TH300 on March 26, 2012, 05:29:11 PM
Whereas in some games I'm happy when they're over (mostly on hard difficulty), I also play less serious games, where I just build up my colony. This style of playing has currently a limit in all Population Colony games. I see no reason to keep this limit.
Title: Patch: Continue Playing Option
Post by: CK9 on March 27, 2012, 11:36:03 AM
In campeigns: just save an easy objective for when you feel done

We should try creating a "sandbox" colony game type just for casual colony building.  Would that be possible currently?
Title: Patch: Continue Playing Option
Post by: lordpalandus on March 27, 2012, 11:43:57 AM
Well thats kind of the idea behind the poll. I love the Colony Population games, lots of room and interesting combat from outside the screen. But it ends when you reach the population size.

Also, sometimes you can have enough people to launch a starship and enough people leftover to run a base (minimum of 4 scientists needed and 13 workers; CC, Nurs, and Univ, Agridome, Structure Factory and a Smelter)
Title: Patch: Continue Playing Option
Post by: Highlander on March 28, 2012, 02:50:33 AM
How about we edit the current missions and just remove the victory condition for the mission ?

If it cannot be removed, set the victory condition to something unachieveable ?
Title: Patch: Continue Playing Option
Post by: TH300 on March 28, 2012, 05:38:56 AM
We could probably remove victory conditions from existing maps. But that would add 5 missions to the list which are almost not at all different from the default versions. The continue playing option would avoid this and the player would also not have to decide before starting the game.
Title: Patch: Continue Playing Option
Post by: Lugia3 on March 31, 2012, 03:11:55 PM
Agreed, it would be better just to have a continue playing button. Highlander, I think the tutorials don't have any victory conditions, so it may be possible.
Title: Patch: Continue Playing Option
Post by: lordpalandus on March 31, 2012, 03:50:11 PM
Well I know that with starship games they are continous games until you build the last component of your starship.

 
Title: Patch: Continue Playing Option
Post by: Norsehound on April 02, 2012, 06:39:49 PM
If you can address a means of dealing with the excess workers and scientists after completing an objective I can be behind this idea.

Yeah, some games I felt the colony games ended too soon. But I wonder how bad things become when worker creation spirals out of control and your population is growing faster than you can create buildings for.

Two alternatives to make the colony games last longer are to increase the maximum population needed to win (say, 1000?)

Or allow starship construction to de-populate your colony. That way you get rid of excess workers and scientists and have to build back up again. To delay the end-game condition you just construct another starship and send people off, keep building.
Title: Patch: Continue Playing Option
Post by: Hooman on April 02, 2012, 11:19:33 PM
You can also just idle your nursery. Your population won't grow if your nursery is idle.
 
Title: Patch: Continue Playing Option
Post by: lordpalandus on April 03, 2012, 12:50:50 AM
Ya but with it off you suffer a massive morale penalty. All those children born boosts up morale more than the excess population strain does to the economy.
Title: Patch: Continue Playing Option
Post by: TH300 on April 03, 2012, 05:20:53 AM
Yea, there are ways to stop population growth. But idling the nursery is terrible. If people really want to play endlessly, we ought to give them better means. The continue playing option won't hurt anyone, will it?
Title: Patch: Continue Playing Option
Post by: lordpalandus on April 06, 2012, 02:19:34 AM
The best way to limit population growth is to only build enough agridomes for your population and stop building it at that. Eventually, it'll drain down to zero and the "excess" will starve to death.
Title: Patch: Continue Playing Option
Post by: TH300 on April 06, 2012, 06:09:23 AM
It doesn't work that way. Once people starve, your morale will go down to zero, just because people die. Furthermore, buildings will usually be idled (because people are missing to operate them) which will keep morale down. Even worse, the buildings that are idled are usually ones that you need. All together, its a huge mess and you're lucky if it doesn't kill your entire population.
Title: Patch: Continue Playing Option
Post by: Flashy on April 06, 2012, 06:53:47 AM
I usually disable the nursery. It is just a minor impact on morale compared to the colony starving, and the remaining supply of children will keep the colony functional for quite some time (as soon as you have several hundred colonists) without requiring more and more population slots. I managed to keep some colony games going for quite some time this way.
Title: Patch: Continue Playing Option
Post by: Hooman on April 06, 2012, 04:44:57 PM
Quote
Ya but with it off you suffer a massive morale penalty.
A disabled nursery isn't exactly a massive morale penalty. Plus, the main impact of morale seems to be on population growth, which you're trying to curb with this action anyway. Sure, morale may also impact build times too, but I've never considered that to be much of an issue.
 
Title: Patch: Continue Playing Option
Post by: CK9 on April 06, 2012, 06:30:25 PM
I've never noticed a big hit on build time with lowered morale myself.

What happens if a map's .dll has no victory conditions?
Title: Patch: Continue Playing Option
Post by: lordpalandus on April 06, 2012, 06:50:08 PM
If theres no victory conditions wouldn't it just sandbox until you got bored or were overrun?
Title: Patch: Continue Playing Option
Post by: Hooman on April 07, 2012, 02:45:27 AM
Yes.
 
Title: Patch: Continue Playing Option
Post by: Norsehound on April 07, 2012, 02:56:29 AM
Quote
Well thats kind of the idea behind the poll. I love the Colony Population games, lots of room and interesting combat from outside the screen. But it ends when you reach the population size.

Also, sometimes you can have enough people to launch a starship and enough people leftover to run a base (minimum of 4 scientists needed and 13 workers; CC, Nurs, and Univ, Agridome, Structure Factory and a Smelter)
Recently I played an Eden population game, but when I launched the starship it said I failed the mission. I had more than 400 colonists though...
Title: Patch: Continue Playing Option
Post by: Hidiot on April 07, 2012, 04:16:41 AM
How many scientists did you have left after launching?
Title: Patch: Continue Playing Option
Post by: Hooman on April 07, 2012, 05:37:13 PM
Yeah, if your Command Center goes offline due to lack of scientists, you will lose.
 
Title: Patch: Continue Playing Option
Post by: Norsehound on April 08, 2012, 01:49:40 AM
I thought it was around 17 when I launched the ship, but I could have been mistaken.
Title: Patch: Continue Playing Option
Post by: Hidiot on April 08, 2012, 04:21:00 AM
The CC never goes offline, it can work on 0 scientists, oddly.
Of course, your colony needs to never go below 4 scientists to be able to grow. 1 for CC, 1 for Nursery, 2 for University. Then, you should have more then that, in case one or two die while you're training more.

But I was just wondering what failure conditions they implemented on that map... could be they made launching a evac module a fail condition.
Title: Patch: Continue Playing Option
Post by: Hooman on April 08, 2012, 04:13:10 PM
Quote
But I was just wondering what failure conditions they implemented on that map... could be they made launching a evac module a fail condition.
I've never seen such failure conditions. Usually it's caused by a lack of resources left to keep the colony operational.

There are some rather interesting checks that the game performs to see if you have all the prerequisites to do something. I don't think they're perfectly correct though. Things like having units in a garage, or a disabled building due to damage which you're able to repair, or a spare CC that was left offline when the primary gets destroyed can all potentially make you fail the mission.