Architect Archive

Thread: Flogging a dead horse. or **edit** Shifting!

Aardur
Sun Sep 14, 2003 1:43 pm
#1

Ok, I know I'm not the first guy to think Shifting of resources bites. There are a few threads about that and admitedly I have'nt read them all to the end. With that in mind I would like to make a suggestion or two and Invite others to do the same.



  1. I would really like to see some sort of indicator of how long a resource has been on a planet sofar before I plop down my hvy harv on it.

  2. Overlap of resources intead of instant off and poof there's something else now. add the next thing before taking away the first and do both gradually (maybe a day or two for shift). Together with some indication this would help us make a better descision about placeing harvs. Make it less of a crapshoot and enable the player to at least have a clue what it's gonna cost him to harvest a spot.

  3. Lose the Redeed penalty at least fer now...I am very dissapointed that the devs chose to penalize the player for something that is clearly beyond their control.The loss of Time harvesting is bad enough (and I mean it can really be a drag if you where planning on playing abit that day and find you have no materials to play with) but having to pay everytime the shift hitsis just insulting.

  4. And certainly not the least frustrating is the inability to build on terrain steeper than 5 degrees. DO SOMETHING PLEASE. This just really detracts from the whole high-tech angle of the game. Not to mention the Time wasted following viens that are of no real use because of it.

I guess my beef is about the Time and Credits WASTED as a result of this system. It's really making me feel like I'm stuck in a "Chariots of Fire" Simulator or maybe a "Sims: Life in the Poor HOuse" kinda game. Anyway that's my suggestion/gripe list.


In all games I think the most important factor is Immersiveness. Make it at least semi-believable and I'll semi-believe.


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