Arioch wrote:I would like to include the ecological damage model in the updated terraforming mechanics, but we'll see how it works out.
zolobolo wrote:Arioch wrote:I would like to include the ecological damage model in the updated terraforming mechanics, but we'll see how it works out.
If the model is independent from the terraforming attributes of the planets (temp and pressure), it can be implemented independently right?
Like if it uses a different metric of a planet such as "devastation" or "pollution"
zolobolo wrote:BLACK HOLE: yes, this sounds awesome, are you really planning to have some, or are you just very diligent in the concept?
zolobolo wrote:On the tech side: I imagine having read through the concept that you plan to have different technologies for the various terraforming actions: this is great (especially if art goes into tech with it always should otherwise the tech window is dry), but how would the player know which tech is best for them under the current faction and planets they have?
zolobolo wrote:Transport is interesting, I try to imagine how you will visualise the empty, civil/military carg for this: are they using hte same cargo format (would make sense but also strange for a race with this design)
zolobolo wrote:Speakong of design: the whole race looks awesomely alien especially the pops
I hope you will find a way to show off the Adult Cluster somwhere, but hope to see the Adult version as the pop icon when managing them on planets and transports as Worker and Hunter might be a bit strange there but Adult represnetation would fit in nicely I think
zolobolo wrote:What if there was a terraforming building (improvement) which would practically be built every time terraforming is conducted (changing one attribute of a planet)?
Arioch wrote:The pollution/fallout would be a different metric, but I could see it interacting with the terraforming system. Heavy ecological damage could affect the temperature of the planet ("nuclear winter"), which might push the terraforming meter in one direction or the other.
Arioch wrote:We don't currently have a gameplay use for one. Some of the things I had in mind for them we ended up doing with Hyperspace Anomalies instead.
Arioch wrote:The state diagram is not something I'm planning to put in the UI. The temperature and atmospheric pressure, etc., will be stats you can track in the planetary status screen.
Arioch wrote:The four population types will show up as separate pop groups, as they are managed separately.
Arioch wrote:There should be multiple ways of generating terraforming "points" toward the desired next stage, which should include a production task, specialized buildings, orbital infrastructure, and innate population abilities. The stages should be expensive and take a lot of effort, but each stage should provide a benefit.
zolobolo wrote:Arioch wrote:The pollution/fallout would be a different metric, but I could see it interacting with the terraforming system. Heavy ecological damage could affect the temperature of the planet ("nuclear winter"), which might push the terraforming meter in one direction or the other.
Sounds good: nuclear winter is the only adverse affect I can think of though as pressure should not be affected by bombardment
AMX wrote:(Presumably this would only affect species that are normally well-suited for the available biomes - if you have to stay inside a habitat dome anyway, it doesn't matter all that much if the air outside is even more toxic than usual.)
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