Comments (6)
my view is that base discovery should be based on realistic possibilities. IMO the most critical phase for discovery is when you build a base, or put new equipment there. if a base is fully equipped, self-sufficient with own power generator and all kinds of stealth technology and fenced off, the chance for discovery should be almost zero (especially in 3rd world countries).
from singularity.
In general I'd agree. But I'd rather play a well designed(, maybe simplyfied) game than a complex but realistic simulation. (Thus I prefer Kerbal Space Program over Orbiter.)
At the moment, Singularity is pretty abstract using some interesting mechanics pitched against each other. I would personally prefer the game to stay abstract and not introduce this much detail. Therefore I would sacrifice a realistic discovery model in order to keep the game simple (-> KISS).
So I think the constant discovery rate suffices, if it is well balanced. Making it action-dependent introduces lots of complexity. And the location dependency is cared for by the randomised location attributes. Bonus: This way, current "3rd world countries" aren't discriminated against ;)
from singularity.
This could be one solution. It would punish you for filling up your base though. And I think the whole point of building a warehouse is to concentrate CPU power in one place, in order to generate less discovery rate compared to lots of datacenters. So i think this would kind of contradict the incentive to build larger bases.
I suggest to balance the (constant) discovery rate of the warehouses in a way, that they are usually discovered after having paid themselves off, plus some net profit. This way, you would be constantly challenged to rebuild your "warehouse fleet", while still being able to progress. The different discovery probabilities of the locations and pot luck play a role here as well. At the moment the bases are usually discovered to early (e.g. before they paid themselves off).
If you still want to try reducing the (d)iscovery rate proportional to (c)urrent space usage: d = (d_max - d_min) * c/m + d_min, where m is the (m)aximum space of the base and d_max/d_min define the maximum/minimum amout of discovery rate supposed to be there.
I also have to revise myself from #75 : warehouses are usable at the point the become buildable (in normal mode) IF one doesn't blow the grace period (building more than 10 bases). If you didn't look at the code, you don't know about the grace period conditions, though (which might be part of the game? Singularity doesn't know about the grace period as well). So you could consider it a stroke of fate. But I think the punishment is a bit too harsh, as warehouses become unusable as mentioned.
from singularity.
Maybe have both together? Means, you have 2 models, realistic and abstract/arcade so both parties are having their game they wish.
To accomplish this, you start abstracting your difficulty model and then implement it for both realistic and arcade.
from singularity.
Realistic and arcade game is another problem. Don't mix it with this issue. (You can open a new issue) For now, the priority is to have a balanced game.
@PeterJust
Non-constant discovery rate will appear sooner or later. In fact, there already modifier but hidden. It's not a problem. Player can have incentive to prefer big base instead of partial bases if the discovery rate is less important for one big base than two partial base. Depends of formula used.
from singularity.
For now, we will abandon this idea.
from singularity.
Related Issues (20)
- Autosaves HOT 1
- Automation of repetetive actions HOT 1
- malloc_consolidate(): unaligned fastbin chunk detected HOT 9
- Fatal Python error: pygame_parachute: (pygame parachute) Segmentation Fault on Gentoo HOT 11
- how to run from source windows HOT 1
- Crash on OSX HOT 1
- Crash bug: Fatal Python error: (pygame parachute) Segmentation Fault in Ubuntu HOT 2
- More music for the game
- Upload to PyPI?
- How do diesel generators work on the bottom of sea and on the moon? HOT 7
- Freedom issue: music requires proprietary software to compile HOT 14
- Crash bug HOT 3
- Signing key expired HOT 9
- Sway (wayland/xwayland) Crash bug HOT 3
- CPU building fails to progress HOT 3
- Publish the game on steam and other websites HOT 1
- Provide auto-save feature
- Crash bug: can't get singularity to bind/execute my trinity image. singularity command responds with the same warning message - core dumped HOT 1
- This software creates a 'utils' subdirectory in /usr/lib/python3.11/site-packages/ HOT 4
- Update credits/attribution HOT 2
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from singularity.