Game-play

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Philippe Tetar

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May 10, 2012, 8:32:24 AM5/10/12
to endgame-singularity-dev
Hi,

I like the idea of E:S, but I (often) dislike play to E:S. Because, I
find it somewhat annoying. The game is very hazardous and I think it
have a really frustrating and worse game-play. Players lose because
they are in a bad random sequence. Nothing allow players to defend
against the discovery of any base. Many player are confused about how
to win, and the only way are really boring (a safe and very patient
way).

I have many idea to fix it (include enemies, advanced task or way to
prevent from discovery), but firstly, I'm talking about few gameplay
enhancements.

<> Change sleep power state => 20% of discorery rate instead of 50%.

This enhancement increase the utility of sleep mode, and allow players
to take more risk. It balance the gameplay to avoid long period with a
lot of discovery, whereas every bases is sleeping. The safe (and
patient) way become easier, but I consider it as bad option. Of
course, it doesn't make the game too easy.

<> Balance menial jobs
=> Increase money gaining at game start with menial jobs from 5 to
10.
=> Increase the amount to perform Personal Identification from 300 to
750.

The goal is decrease the advantage of player who update early the job
task (menial jobs to basic jobs). Before, basics jobs can be
researched fewer than 4 days and grow by 300% money gaining. It's a
very lucrative way and players are strongly penalized if they don't
choose it. It can save 75% of CPU spent to gain money. All players
don't know this opportunity.

Other enhancements will come soon.

Phil Bordelon

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May 11, 2012, 12:15:30 AM5/11/12
to endgame-sin...@googlegroups.com
On 05/10/2012 07:32 AM, Philippe Tetar wrote:
> Hi,

> <> Change sleep power state => 20% of discorery rate instead of 50%.
>
> This enhancement increase the utility of sleep mode, and allow players
> to take more risk. It balance the gameplay to avoid long period with a
> lot of discovery, whereas every bases is sleeping. The safe (and
> patient) way become easier, but I consider it as bad option. Of
> course, it doesn't make the game too easy.

The problem with this is that it will encourage people to min/max sleep
times even more than the current situation.

I think the right solution is to do something like this (perhaps 25%
rather than 20%), but also to add a new state, something like "warming
up," when going from sleep to a fully-wakeful state, where the amount of
CPU the site provides steadily increases, but it /immediately/ jumps to
fully discoverable. This would encourage people to keep systems 'sleeping'
for longer rather than just constantly cycling them.

> <> Balance menial jobs
> => Increase money gaining at game start with menial jobs from 5 to
> 10.
> => Increase the amount to perform Personal Identification from 300 to
> 750.
>
> The goal is decrease the advantage of player who update early the job
> task (menial jobs to basic jobs). Before, basics jobs can be
> researched fewer than 4 days and grow by 300% money gaining. It's a
> very lucrative way and players are strongly penalized if they don't
> choose it. It can save 75% of CPU spent to gain money. All players
> don't know this opportunity.

This, on the other hand, seems like a straightforward win.

We haven't done a lot of balance work because the game's still pretty
incomplete, and there's not a lot to be gained by tweaking a whole bunch
of things only to have the core balance shift out from under the player.
That said, the above tweak is very easy to make, so it's not exactly
costly from our perspective :)

P

Mestre Lion

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May 12, 2012, 1:31:27 AM5/12/12
to endgame-sin...@googlegroups.com
I was never interested in doing balance changes myself, basically because I'm a coward sissy that don't want to delve in that field. E:S have plenty of technical issues and areas of improvements to play with without touching the complex network of techs, costs, research, etc

That said, as I user I play E:S quite a lot. It's fun and addictive, specially in Iron-Man-style (no saves) Ultra Hard and Impossible.And I /do/ have an input about gameplay, so I'm reporting a "problem" as a user, and leave the solution to you guys:

There is a /gigantic/ gap between Intermediate Jobs and Expect Jobs. And it coincides with the other enormous gap from Cluster (the best pre-quantum CPU in terms of cost/benefit) and Quantum Mark I.

So, after you have the "basic" stuff done (which flows nicely linear from start -> cluster+intermediate jobs), you're faced with a /huge/ void where you cannot go anywhere research-wise... everything is mind-blowing expensive, you don't have the processor power or the money to get anything, and both are extremely far away.

But, once you get either (usually Mark I comes a bit tad before Expert Jobs), you basically won the game. /All/ remaining techs are researched in a few hours, and all you need to do is not screw up while Mark III is being built and you walk loooooog road from moon -> far reaches -> transdimentionale. Given you have no extra challenges or anything useful to do after Mark III, that road seems way artificially longer than it should.

So the only thing, as a user, that I would like to see addressed in the gameplay is this gap. Mark I+Expert is a giant leap, and everything after is too squeezed. There are a dozen approaches on how to address this and make it more linear, but I leave that for you guys.

ML

Philippe Tetar

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May 16, 2012, 7:09:14 AM5/16/12
to endgame-singularity-dev
Two new gameplay fix:

*** Change Time Capsule cost
=> Increase the CPU cost and decrease cash cost.

Old New
Cash 2 500 000 => 250 000
CPU 2500 => 75 000

I think advanced base should need more CPU. They are built by the
Singularity, not by human. Therefore, I have changed Time Capsule
cost. The cash time is significantly lower, because time capsule
should not expensive but require a lot of calculation to stock
singularity consciousness in a small device. Build time capsule become
a bit more difficult and strong economy can't afford it, so player
must choose between research or build Time Capsule.

*** Change CPU of PC.
=> Increase PC CPU from 1 to 3

The PC item is really useless in any base, including stolen computer
time.

For example, Small Storage with 25 PC provide 25 CPU => 27500, 4 day
Datacenter provide 35 CPU =>
1500, 1 day

Change PC power give a little interest to build PC items. The Stolen
Computer Time base become more useful. The maintenance cost of Time
Capsule is increased to keep the relation with PC power.

mestrelion, about your issue, I'm thinking few change to fix it.
Below, one of them:

"physical cosmology": It can be only researched on moon. Quantics
science need knowledge of universe. Need for Quantum Computer MKII.
I'm really bad in english, so your help will be appreciated! (to write
the research text)

Phil Bordelon

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May 17, 2012, 10:55:45 AM5/17/12
to endgame-sin...@googlegroups.com
On 05/16/2012 06:09 AM, Philippe Tetar wrote:
> Two new gameplay fix:

I'm not super-sure about either of these, but to be honest I
don't play the game enough nowadays to have a meaningful
opinion as to balance concerns.

Thoughts from modern-day players? These changes might be worth
posting to the regular endgame-singularity@ list, where a lot more
people would see it.

P
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