Hazeron Forums
Exploring Resource Tiers - Printable Version

+- Hazeron Forums (https://hazeron.com/mybb)
+-- Forum: Shores of Hazeron (https://hazeron.com/mybb/forumdisplay.php?fid=1)
+--- Forum: Arena of Ideas (https://hazeron.com/mybb/forumdisplay.php?fid=15)
+--- Thread: Exploring Resource Tiers (/showthread.php?tid=2369)

Pages: 1 2


RE: Exploring Resource Tiers - AnrDaemon - 04-08-2024

There's already multiple layers of productivity bonus, starting from generic, like computers, down to things like "farming machinery" which by itself require certain planning and organization.


RE: Exploring Resource Tiers - Deantwo - 04-08-2024

(04-08-2024, 06:27 PM)AnrDaemon Wrote: There's already multiple layers of productivity bonus, starting from generic, like computers, down to things like "farming machinery" which by itself require certain planning and organization.

I agree, computers are the best example of a tool that increase productivity. But it is basically the only one.
Because it is a required component of spacecraft manufacturing, you will have computers before you start really exploring and the resources required are found literally everywhere. So computers isn't something new and exciting you achieve by exploring and expanding.

Even just something like "Super Computers" or "Artificial Intelligence Cores" which requires some advanced resources like Phlogiston and Bolite or something.

Just feels like the game lack progression in manufacturing productivity after you reach space. Currently the most advanced you get is shipping computers to your far away mining colonies if you are too lazy to make them completely self-sufficient to that stage.


RE: Exploring Resource Tiers - AnrDaemon - 04-13-2024

It is an old "depth vs. breadth" issue, where "depth" is really just another word for "speedrun to endgame".


RE: Exploring Resource Tiers - Chronovore - 09-10-2024

I support the ideas presented here. I don't think Hazeron should become Factorio, but I have never played Hazeron for the combat. I love the hunt for resources, the role-playing, and progression. I simulate the flow of goods and flourishing of trade routes by shipping commodities only from system capitals to sector capitals and off to galaxy and empire capitals. I enjoy sending out finished goods in the opposite direction, propegating prosperity.

I like the idea of something that will add meaning to what I do. More generally, I think the conversation about meaningful movement of goods is important to this topic as well. It's a good design discussion to have. I think this post topic is blends well with things like automated/autonomous trade.

I really like the idea of specialized tools. Not more tools for complexity, but tools that apply meaningful benefits to a narrow industry. This allows for some interesting specialization choices and it fits the role-playing/narrative of building up an excellent hub of an empire and having the bounty of the empire flow outwards. You get to decide how far to the rims it spreads.

I also like the idea that earlier-game resources are required to extract later-game resources and that later-game product improve the earlier-game rource production. This is an intuitive game mechanic across many games and mimics reality where industry progresses on the building-blocks of earlier industry.

I also agree that quality of modifiers (tools) needs to factor in somewhere.