09-10-2024, 11:00 AM
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.
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.