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Author Topic: Chapter Master - In the name of the Emperor!  (Read 763193 times)

Arcaani

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Re: Chapter Master - In the name of the Emperor!
« Reply #4155 on: September 20, 2021, 06:17:58 am »

I found what I think might be a small bug in 0.6602. When I reload a save, any neophytes that were in the Recruitment tab just disappear.

Edit: I activated the option to decrypt saves. This didn't solve the issue, but it suggests that the issue is with the loading mechanism. Let me elaborate:
With a neophyte being trained, I saved the game. The save file correctly contained his details (his name, experience and remaining recruitment time). However, upon loading that save file, the neophyte disappeared without a trace. At this point, saving the game in a separate save slot revealed that any details regarding the neophyte had vanished.
So saving works correctly, and preserves any neophytes in training, but the loading process doesn't seem to correctly load in any neophytes.

Edit 2: This isn't consistently reproducible in all situations, actually. Sometimes, loading the game does correctly load in neophytes. Sometimes, they all appear correctly. Sometimes they all disappear. Sometimes, only some disappear. I uploaded a .zip file of my save folder (the one in AppData\Local) at https://www.udrop.com/5Xwp/ChapterMaster.zip. Save2 in there contains data on a neophyte named Hu (saved as rcr1). Loading the game causes Hu to disappear.
« Last Edit: September 20, 2021, 06:25:24 pm by Arcaani »
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EuchreJack

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Re: Chapter Master - In the name of the Emperor!
« Reply #4156 on: September 20, 2021, 12:03:54 pm »

Alright, tried to knock out the bugs EuchreJack observed, and have put up a 0.5.5 release of OnlyWar in https://github.com/ndilday/OnlyWar/releases

Yay!

EuchreJack

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Re: Chapter Master - In the name of the Emperor!
« Reply #4157 on: September 21, 2021, 10:29:56 pm »

Alright, tried to knock out the bugs EuchreJack observed, and have put up a 0.5.5 release of OnlyWar in https://github.com/ndilday/OnlyWar/releases

Uh, as this is a bugfix, should I refrain from mentioning the bugs that I see?  Work-in-progress?
Also, I feel like the Apothocarium is somewhat newish.   I'm looking forward to seeing if it works!

So far: One of the scout squads absorbed 400+ recruits, so the ones after it have just the Scout Sergeants.
The Apothocarium doesn't always track the selected Company properly, but it seems to track the individual squads just fine.

Dunno if bug, but I've noticed several of the Scout Sergeants are lousy Marines.  They generally only have Bronze in all skills.  I would think that the Sergeants that are supposed to be training the new Marines would be at least somewhat skilled.  While the the soldier with the loudest voice might suffice for the leader of a Tactical Squad, the ones tasked with training the newbies should be better with their weapons than the recruits.

ndkid

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Re: Chapter Master - In the name of the Emperor!
« Reply #4158 on: September 22, 2021, 03:20:27 pm »

Alright, tried to knock out the bugs EuchreJack observed, and have put up a 0.5.5 release of OnlyWar in https://github.com/ndilday/OnlyWar/releases

Uh, as this is a bugfix, should I refrain from mentioning the bugs that I see?  Work-in-progress?
Also, I feel like the Apothocarium is somewhat newish.   I'm looking forward to seeing if it works!

So far: One of the scout squads absorbed 400+ recruits, so the ones after it have just the Scout Sergeants.
The Apothocarium doesn't always track the selected Company properly, but it seems to track the individual squads just fine.

Dunno if bug, but I've noticed several of the Scout Sergeants are lousy Marines.  They generally only have Bronze in all skills.  I would think that the Sergeants that are supposed to be training the new Marines would be at least somewhat skilled.  While the the soldier with the loudest voice might suffice for the leader of a Tactical Squad, the ones tasked with training the newbies should be better with their weapons than the recruits.
Report away!

The Apothocarium _should_ work, though it's definitely only got a small sliver of the intended long-term functionality.

I haven't looked at the code in a while, but I believe Scout Sergeants key primarily off their ability to train... being really impressive at a thing isn't very helpful if you don't know how to convey those skills to others! (Which is a different mode of thinking from Sergeants in other companies, where motivation is important, but survivability and effectiveness are also key.)
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EuchreJack

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Re: Chapter Master - In the name of the Emperor!
« Reply #4159 on: September 22, 2021, 07:36:40 pm »

Alright, tried to knock out the bugs EuchreJack observed, and have put up a 0.5.5 release of OnlyWar in https://github.com/ndilday/OnlyWar/releases

Uh, as this is a bugfix, should I refrain from mentioning the bugs that I see?  Work-in-progress?
Also, I feel like the Apothocarium is somewhat newish.   I'm looking forward to seeing if it works!

So far: One of the scout squads absorbed 400+ recruits, so the ones after it have just the Scout Sergeants.
The Apothocarium doesn't always track the selected Company properly, but it seems to track the individual squads just fine.

Dunno if bug, but I've noticed several of the Scout Sergeants are lousy Marines.  They generally only have Bronze in all skills.  I would think that the Sergeants that are supposed to be training the new Marines would be at least somewhat skilled.  While the the soldier with the loudest voice might suffice for the leader of a Tactical Squad, the ones tasked with training the newbies should be better with their weapons than the recruits.
Report away!

The Apothocarium _should_ work, though it's definitely only got a small sliver of the intended long-term functionality.

I haven't looked at the code in a while, but I believe Scout Sergeants key primarily off their ability to train... being really impressive at a thing isn't very helpful if you don't know how to convey those skills to others! (Which is a different mode of thinking from Sergeants in other companies, where motivation is important, but survivability and effectiveness are also key.)

Hm, so is Voice the ability to train?  Or is it Banner? I did notice they all generally had silver or better (but with the starting scenario, there are just soooo many scouts, some invariably only have bronze)

EuchreJack

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Re: Chapter Master - In the name of the Emperor!
« Reply #4160 on: September 22, 2021, 10:46:42 pm »

Saving bug!

Spoiler (click to show/hide)

EuchreJack

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Re: Chapter Master - In the name of the Emperor!
« Reply #4161 on: September 22, 2021, 10:55:03 pm »

And a bug where the buttons at the bottom of the screen disappear after ending the turn:
Spoiler (click to show/hide)

Good news, I was able to save several times beforehand.  It seems that smaller changes in the Chapter seems to work "better" (aka less likely to have save bug).

Blogaugis

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Re: Chapter Master - In the name of the Emperor!
« Reply #4162 on: September 27, 2021, 06:48:58 am »

Alright,
as someone who played both the Duke's and Lion's version of the chapter master game (Duke's Interstellar army simulator 2015 as well) and hang out in a discord server of it, I guess I could give a review here...

So, chapter master. A simulator, where you control a group of genetically enhanced supersoldiers in a grim dark universe of warhammer 40,000.
The scope is basically - 1000 marines, plus leaders, and you managing their equipment, deployment and a few other things. There is a sector, which you potentially exist in and look after, with potentially making your existance less of a misery... So, perhaps relevant on a small scale, but insignificant on the grand scheme of things - there are no audiences with the Emperor, primarchs or even a possibility to flee to the star maelstorm.
You can't even take control of a planet right - despite Lion's improvements, the capability to get tithes from a planet requires you to visit it at least once, when loyal, only then you can consider installing a serf... And, Lion's improvement can be considered a downgrade when replacing your starting recruitment world's governor immediately, which forced me to scrap some renegade-playthrough strategies (Forge worlds are also a problem - installing a serf is simply not enough, to allow you to build ships and make the mechanicus shut up and not try to rebuild the Imperium's fleet)...
Still, save editing is probably the best addition to the game so far, with now giving you the option to experiment with it. Yet, there doesn't seem an easy way present to create Terra, or star Maelstorm...

I expected more! But okay. Maybe the large scale is simply too much for this small scale simulator. So what is missing?
The very lacking core feature, is the way of sector control takeover - there isn't really a way for you to instal an entire sector governor, or even proclaim yourself as one, effectively creating a petty imperium of your own. Renegade playthrough'ers have been somewhat disappointed (I probably should call myself Perturabo, for being such a fanboy, but it probably is already taken).
Another problem with narrative and feeling that the galaxy is alive - enemies and allies. The imperial guard exist as a separate entity, with which you hardly have any influence over (well, yes, you can battle out some 'heavy' presence tyranids, but there will be no indication that the guard are helping you activelly in combat in either way.) or any interaction with in general (there are only 3 types of allies (if loyal also) which you can recruit using diplomacy and then trade interaction. It's pretty sad that average guardsmen (and various combat vehicles) are not among them). And while we are on this - where are our serfs/slaves? I know that Dorn didn't care about them, but I want to have a way of testing the enemy's defences, in forms of expendable troops, and if you are trying to say that these 1000 sons are enough as expendable - sure, they are expendable - but I'd like to see how long are you going have their iron, with the enemies that you'll face in this galaxy. Recruiting Planetary Defence Forces would at least be acceptable compromise.
Speaking about diplomacy, it would be a great way, to make the Imperials (enemies, strangely, can already be defeated in combat. At least, some of them) with which you have diplomatic interactions with, replacable and actually existing on a planet. I'm sure at least 1 son of Leman Russ would approve, considering he beat up a nosy inquisitor once... So, making a planet or 2 have a "sector office", "inquisitor's office" and similar installations, which you can destroy or even clear out in a battle (perhaps your enemies could have this option too), resulting in the death of a character with which you've been (potentially) interacting, would definitely be a great addition.
Another common problem - acquisition of ships. Considering that it is a sector that you (try to) look after, no random junk floating in space will do. You need actual ships from mechanicum, obviously manipulating the stock market and selling you ships at a huge markup (ah yes, various games have an economy system in them, would be nice if it existed as well) with state of the art warp drives. Shame that you can't ally with the T'au, to get some slower, but nonetheless, a way, to move around. If lore is to be believed, ork ships may, sadly, be unusable...

Other nice features would be playing as other factions, but that can wait...
I suppose, we might need to change up some names here and there, with Geedubs being possesed, or maybe even depart from this WH40k, and create our own work of fiction...
Take the Iron within!
« Last Edit: September 27, 2021, 06:51:02 am by Blogaugis »
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EuchreJack

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Re: Chapter Master - In the name of the Emperor!
« Reply #4163 on: September 29, 2021, 12:36:51 pm »

If lore is to be believed, ork ships may, sadly, be unusable...

Space Hulks are big enough that anyone can hitch a ride.  Chaos Space Marines often infest them.

The path of the Renegade is somewhat unfinished.  I'd personally want a way to atone, since I often get found renegade by just missing Crusades.

Blogaugis

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Re: Chapter Master - In the name of the Emperor!
« Reply #4164 on: September 30, 2021, 10:49:03 am »

Space Hulks are big enough that anyone can hitch a ride.  Chaos Space Marines often infest them.
Still unusable, for anything other than endless artifact and equipment acquisition.
The path of the Renegade is somewhat unfinished.  I'd personally want a way to atone, since I often get found renegade by just missing Crusades.
Yes... even though, I personally prefer to deviate from the orthodoxy, it would indeed be a nice option to have, a way for redemption.

Though, at this point, we are going down to the priorities list...
Although functionality is probably the most important aspect - less bugs and more logical progressions are always nice - where now?
Thanks to the Lion, the space combat is indeed less of a chore to deal with. New cheats also give some way to experiment and bypass several problems. Save editing is also a wonderful addition...
But, should Lion awakes from slumber again, where next could he focus on?
  • I suppose that finallizing the Space Marine part could be a priority - getting the core assets, of what it is to be a chapter master. For that reason, I think that some improvements on what your chapter master is would be a good thing - we now have 3 options, Born leader, champion and psyker. But what about other professions, like techmarine, apothecary, chaplain? In addition to having the specialist's capabilities, what other bonuses could these types of CMs give? I guess a fairly generic bonus could be that it speeds up training of specialists...
  • On the other hand, there is the combat aspect - space combat being improved is good, but there are... well. To be fair, the space combat is more or less functional. The major problems start with the replacement of losses, with ships having to be bought, and the only other way to get them is via that... slaughtersong event. Which also eats up plenty of requisition... 'Comandeer ship' function is there, but not yet active or finished. Piracy could be a wonderful way to survive, especially for renegades...
  • Ground Combat... Issues are similar, with now potentially moving to the inter-faction relationship - PDF/guard/sororitas/other allies not helping in combat. Having a more interesting way to design your combat and other formations would be nice, creating new types of marine roles (scout sargeant, for example) would also be a good thing, vehicle usage... Maybe looting equipment in comat...
  • GC mentioned previously could be alleviated if there also were more 'generic' units and their equipment available to you - serfs, armed servitors, servoskulls...
  • Or, maybe we need a better inter-faction relationship and event management system?
I'm somewhat torn between the relationship management and 'generic unit' ideas... Having the option to kick that nosy inquisitor would be nice, ways to redeem yourself as well, and have alternatives to your precious space marines...
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Ramirez

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Re: Chapter Master - In the name of the Emperor!
« Reply #4165 on: September 30, 2021, 04:44:11 pm »

Snip

Ultimately, I think most of the issues you point out aren't so much issues regarding actual core game design, but more symptoms of how unfinished the game is. It's not that stuff is missing conceptually, it's just that it isn't in the game yet. The sheer scope of Chapter Master has made it almost unapproachable for most people considering an indie hobby project and we have barely even scratched the surface of what could be possible. Massive kudos to the Duke for giving us even a glimpse of what could be possible and to TheLion for picking up the torch of Chapter Master.

Even without going into the obvious placeholders and blatantly incomplete sections, almost every aspect of the game has potential scope of multiple extra layers to be added. Which is probably why most development work by TheLion has been to get basic foundations, proof of concepts, bug fixing and code clean-ups done; get the solid base sorted then worry about adding in all the complex stuff.

For example, the "simple" mechanics of recovering, storing and maintaining gene-seed stockpiles could quite feasibly (feasibly in the design sense, not necessarily within the coding sense) be expanded to include mutant strains or chimeric chapters. Chapters could begin play as an amalgamation from multiple sources, split into two different genetic lineages from mutation or even scavenge gene-seed from other Astartes to bolster their own reserves. Players might have to make difficult decisions when rebuilding the Chapter after a disastrous crusade as you could take the slow and non-heretical way to rebuilding, but run the risk of Orks overrunning the sector while you rebuild, or you could make use of that Great Crusade-era Geneseed cache that you found on a Space Hulk of dubious origin... The system could also be expanded to include Primaris Marines as another gene-seed type should the game be set in the appropriate time period (which is potentially another Pandora's box of sector generation, potentially adding a further axis to game customisation as a game set in M32 would be quite different to one set in M41). That's a whole potential development arc there and then, probably a low-priority one that may never see the light of day, but still.

In terms of why Chapters don't use a lot of commandeered navy ships or Guard vehicles, it's actually explained in the lore. It's actually the same reason as to why Chapters generally don't use their serfs in a heavy combat capacity and only use them in battle as an act of desperation, or why the Inquisition gets: heavy utilisation of chapter serfs or navy vessels would allow the marine chapter to function more independently as they would no longer need the Guard to fight the big battles for them nor would they need the Navy to cover them in space battles. Part of the reason for the Codex Astartes and the general splitting up of different branches of the Imperium's armed forces was to prevent any force from being able to operate fully independently and for each branch of the Imperium to be so dependent on other branches such that if any force turns traitor then it's not a problem. Guard regiment turns traitor? They aren't going anywhere without any ships. Naval fleet turns traitor? They might dominate a region of space for a while, but they lack the equipment and training to actually invade any planets. Chapter turns traitor? Nobody cares, it's just 1000 marines and a few ships that are ill-equipped for proper void warfare, a force that isn't actually powerful enough to truly threaten anything of value. It's also the same reason why different branches of the Imperium's forces have no actual authority over each other; they can send requests for support, but never direct orders to each other.

Managing other Imperial forces could be interesting as a renegade option though, going all-out on legion building and bringing the various planets into your own little empire, and I do believe that it should be included eventually even if it involves a bit more abstraction (managing 1000 marines is a challenge; nobody wants to also manage 600,000 Guardsmen, 10,000 serfs and 300,000 Naval Armsmen in the same level of detail). However, it's also quite a lot of development work for a very particular playstyle.

There's also the point that most equipment isn't really built for Astartes to operate without significant modification. Most of the time Astartes will practically ignore battlefield salvage unless it is being salvaged from other Astartes, a process that is generally further complicated by the various purification rituals required for anyone to be willing to use them. For long-term development, this could be a really interesting rabbit-hole to work through though, as there's Chapters that are noted as being particularly willing or skilled at salvaging, such as the Sons of Medusa that are noted to hunt down renegade Chapters so they can steal their stuff.

In terms of what I believe should be focused on (which should have little bearing on what TheLion wishes, as they're the one doing the coding so they should obviously do what takes their fancy and I'm just happy to have someone pick the project up again), I'd say probably some combination of economic reworking and/or ground combat reworking is necessary for the long-term. The simple requisition system is fine for some Chapters that rely on outside forge worlds for their primary supplies, but I do believe that is should be paired with an in-house production mechanic to represent what the Chapters Techmarines, artificers and forges are doing. Chapters that have a lot of political standing like the Ultramarines would likely rely on their ability to requisition equipment from their local area, while Chapters like the Iron Hands with their numerous Techmarines or the Salamanders with their whole "forge culture" would instead craft and maintain their own equipment without outside help. For ground combat, I'd love to see the marines themselves become a bit more special and have more detailed stat blocks beyond just some basic ranged and melee skills, such as individual weapon specialisations, unusual skills and personality traits. Similarly, customisable vehicle loadouts is something that I'd love to see, so a player might acquire a basic Predator chassis and then choose a main turret weapon, sponson weapons, a pintle weapon and maybe a couple of slots for utility upgrades. More engagement types and some kind of topography in battle would be nice to see too. Currently, all encounters are just "meet the enemy in an open field", but some options as to whether to attempt a targeted assassination on an enemy leader, harassing enemy supply lines or to support the local PDF/Guard in the main battles; similarly, it would be nice to see a fully 2D battlefield that allows for flanking manoeuvres and potentially things like cover, rather than the currently 1D simplification, but that would likely require a full rebuild of the ground combat logic (which, from what I have seen of the code, is probably in need of a bit of a rework anyway).

Ultimately, between the game being about inward-focused management of your Chapter vs managing a living sector, the double-edged sword here is that the design scope for Chapter Master includes both within its scope. I guess the real question here is whether TheLion is looking for suggestions for what could be or whether they are happy enough at the moment with their current plans for optimising and tinkering with the code base.
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Blogaugis

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Re: Chapter Master - In the name of the Emperor!
« Reply #4166 on: October 01, 2021, 05:00:44 am »

...It's not that stuff is missing conceptually, it's just that it isn't in the game yet...
Yes...
Even without going into the obvious placeholders and blatantly incomplete sections, almost every aspect of the game has potential scope of multiple extra layers to be added. Which is probably why most development work by TheLion has been to get basic foundations, proof of concepts, bug fixing and code clean-ups done; get the solid base sorted then worry about adding in all the complex stuff.
Yeah.
For example, the "simple" mechanics of recovering, storing and maintaining gene-seed stockpiles could quite feasibly (feasibly in the design sense, not necessarily within the coding sense) be expanded to include mutant strains or chimeric chapters. Chapters could begin play as an amalgamation from multiple sources, split into two different genetic lineages from mutation or even scavenge gene-seed from other Astartes to bolster their own reserves. Players might have to make difficult decisions when rebuilding the Chapter after a disastrous crusade as you could take the slow and non-heretical way to rebuilding, but run the risk of Orks overrunning the sector while you rebuild, or you could make use of that Great Crusade-era Geneseed cache that you found on a Space Hulk of dubious origin... The system could also be expanded to include Primaris Marines as another gene-seed type should the game be set in the appropriate time period (which is potentially another Pandora's box of sector generation, potentially adding a further axis to game customisation as a game set in M32 would be quite different to one set in M41). That's a whole potential development arc there and then, probably a low-priority one that may never see the light of day, but still.
It always strikes me as odd, when various resources stored don't really have a set location - like, they exist in miniaturized universe in your pocket, brought to you by bethesda games, like fallout and skyrim. The first thing I'd do, is to have an actual stores and similar buildable installations for storing resources and equipment. As for anything else - yes.
...heavy utilisation of chapter serfs or navy vessels would allow the marine chapter to function more independently as they would no longer need the Guard to fight the big battles for them nor would they need the Navy to cover them in space battles. Part of the reason for the Codex Astartes and the general splitting up of different branches of the Imperium's armed forces was to prevent any force from being able to operate fully independently and for each branch of the Imperium to be so dependent on other branches such that if any force turns traitor then it's not a problem...
Alright... it might have been an interesting choice to micromanage which serf to turn into an astartes/servitor and such, but at least the reason is clear.
Managing other Imperial forces could be interesting as a renegade option though, going all-out on legion building and bringing the various planets into your own little empire, and I do believe that it should be included eventually even if it involves a bit more abstraction (managing 1000 marines is a challenge; nobody wants to also manage 600,000 Guardsmen, 10,000 serfs and 300,000 Naval Armsmen in the same level of detail). However, it's also quite a lot of development work for a very particular playstyle.
Looks over at Pacific Storm, Aurora 4X and other startegy games Sure... But no, not really - one of the main things that this game is missing, is formation and it's subordinate formation screens: select a bunch of troops or marines, click on create a formation, choose from the list (squad, battalion, regiment or create your own) - and a button with either + or - appears, showing or hiding the troops/marines. You can even add the existing formation into other formation, so when you like, click (Regiment) + once, there are 3 (battalions) +'es now...
There's also the point that most equipment isn't really built for Astartes to operate without significant modification. Most of the time Astartes will practically ignore battlefield salvage unless it is being salvaged from other Astartes, a process that is generally further complicated by the various purification rituals required for anyone to be willing to use them. For long-term development, this could be a really interesting rabbit-hole to work through though, as there's Chapters that are noted as being particularly willing or skilled at salvaging, such as the Sons of Medusa that are noted to hunt down renegade Chapters so they can steal their stuff.
One of the main reasons why playing as renegade/traitor is more interesting than loyalist - you have to scavange to survive and thrive, rather than deal with diplomatic manipulation and intrigue bull####.
In terms of what I believe should be focused on (which should have little bearing on what TheLion wishes, as they're the one doing the coding so they should obviously do what takes their fancy and I'm just happy to have someone pick the project up again), I'd say probably some combination of economic reworking and/or ground combat reworking is necessary for the long-term...
Yeah, I personally would add 'time to construct' parameter, 'build location' parameter, maybe add 'build points' per turn on your controlled/allied structures, which add to 'time to construct' parameter until it is completed, with techmarines giving more build points.
Specialisations... as an IW fan, I wouldn't call it a priority, but for loyalist fanboys/girls, this can be important.
Vehicles - yes. I'd even make the whole construction of vehicles process more difficult, adding their components: chassis, armor, engine and armament (as resources needed); which also gives you more options to customize the vehicles, as is with astartes. Tie in with potential STC mechanic, which gives you access to different components, and you can have a whole production line setting up...
Battles - yes. Maybe even Naval battles can be made into 2D turn-based as well, with asteroid belts, debris, static defense stations as their type of terrain?
Ultimately, between the game being about inward-focused management of your Chapter vs managing a living sector, the double-edged sword here is that the design scope for Chapter Master includes both within its scope. I guess the real question here is whether TheLion is looking for suggestions for what could be or whether they are happy enough at the moment with their current plans for optimising and tinkering with the code base.
Yeah... wondering if anyone wants to join the discord server for chapter master...
But yes, we are betting on Lion now.
« Last Edit: October 01, 2021, 05:05:24 am by Blogaugis »
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #4167 on: October 01, 2021, 01:11:17 pm »

Quote
It always strikes me as odd, when various resources stored don't really have a set location - like, they exist in miniaturized universe in your pocket, brought to you by bethesda games, like fallout and skyrim. The first thing I'd do, is to have an actual stores and similar buildable installations for storing resources and equipment. As for anything else - yes.

As someone who works in software directly related to inventory management via physical locations, let me assure you...the logistics of saying a thing lives at a specific place instead of the ether, and the realities that introduces, is not a simple thing to address.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
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Always spaghetti, never forghetti

ndkid

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Re: Chapter Master - In the name of the Emperor!
« Reply #4168 on: October 01, 2021, 01:23:08 pm »

Quote
It always strikes me as odd, when various resources stored don't really have a set location - like, they exist in miniaturized universe in your pocket, brought to you by bethesda games, like fallout and skyrim. The first thing I'd do, is to have an actual stores and similar buildable installations for storing resources and equipment. As for anything else - yes.

As someone who works in software directly related to inventory management via physical locations, let me assure you...the logistics of saying a thing lives at a specific place instead of the ether, and the realities that introduces, is not a simple thing to address.

I mean, as long as you never move the thing... it's just that once people want a physical location, then the next thing they want is for it to change physical locations, the louts... :-D
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #4169 on: October 01, 2021, 01:47:47 pm »

And I mean imagine...if you had to load Geneseed on a cruiser and ship it back to your homeworld so you could use it in recruitment. Sounds great for 40k fiction stories, but in a gameplay context? Sounds like needless busy realism that demands more features so it works.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti
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