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Michael Garibaldi

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About Michael Garibaldi

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  1. MANAGEMENT -As I said before new management tab -each separate structure that has an airlock an oxygen recycler and a power generator can be considered as a base. You get to choose a main base, the rest become sub-bases . -You can designate them to be mining outpost or defense outpost. Mining outpost would allow miners to be ready for the asteroids. The miner can hold more than the regualr limit of whatever he extracted to then make a larger shipment to the main base or wherever the refinery is, this way would be faster than having the miner go in and out of your main base. Putting the refinery in the expansion would be risky as its less secure than your main base since once the materials are procesed they would instantly go to an storage room which would be one of the primarly targets for raiders -Defense outposts are self explenatory, they would be there to be able to respond to threats before they reach your bases -On the base menu it would let you choose who works in which base and which are their quarters or bed. Also in the same menu the ability to designate a safe room for people to go if you are getting raided or there are parasites (in which case it could backfire) -You could also choose in what room each crew member works (x tenchnician works in y life support room) and or you could put an area where the employee would work on everything it contains and a patrol route for guards like in theme park world. In theme park world you could set areas of work and also assign technicians to work in specific attractions, It also had a tab to call other technician if one was resting. -You should also be able to assign who you want to be standing at each beacon. A submenu would contain a list of beacons (1,2,3,4,5,etc) there you would be able to assign who do you want in each squad CITIZENS AND JOBS -Reduce drastically the rate you get more crew members. Having a large crew should be a long term goal. If you make a game which is heavy on the simulation aspect and give so many characters that fast, the player is not going to care about them because they are expendable. I mean i got over 40 crew members in like one hour in map with a close warp gate, the rate is ridiculous. I also was never penalized in any way for taking in too much people too fast or had to do anything other than build oxygen recyclers and more beds. -Reduce drastically the speed the people level their skills. Like having a huge crew should be a long term goal, having an speciallized and skilled crew should be too. -Everything should require a minimun skill level or else that person cannot perform the job. IE: Level 1 techinician can only repair monitors and food replicators, level 2 gets the ability to fix fire alarms , level 3 gets the ability to repair refineries and air recyclers. Late game/endgame objects should require levels 4-5 -Characters could only develop their skills on their own up to level 3 , after that they would need a teacher who has alread the levels 4 and 5. Getting the skills to 4 and 5 should be really slow too. Maybe not outright negating the ability of the worker to get to 4 or 5 but it should take a really long time. -There would always be a really small chance of getting someone with one skill at level 5 -New Jobs : engineer , biologist (or doctor) , janitor -The engineer is in charge of maintaining, upgrading and reprogramming robots and defenses. Perhaps he can also manufacture them -Biologist, its basically a doctor which can also study alien species via autopsies and when he treats them. -Janitor, self explenatory, he also has the first to grab the fire extingushers, that way you can be sure all fires are going to be put off in time. PERSONAL EXPERIENCE WITH THE GAME At first I had no idea what to do so since this genre is more about the longterm, I went to check on the video tutorial to get the the big picture. So when i finally got it I went back to the game and starting to the design my base. Once i figured out what i wanted to do i tried to make a layout that then would allow me to expand the base the way i wanted but it turned out i went over budget, after correcting the layout I started to build yet to my surprise my crew didn’t finish in time and died. I wanted to restart the same scenario but I couldn’t because there is no restart option for some reason. I kept trying different layouts that i would like in new bases but every time the same happened, you can only build so much without having an oxygen recycler. I found this to be really frustrating -Add a restart base option -Make it so that whenever you start a new base there is already something built. A base of the smallest side possible with an airlock and 3 rooms, one with an air recycler already built and with space for one more, one with enough space for 6 beds (the players would have to build them by themselves) and one with enough room for a refinery (the player has to build the refinery too) After i gave up on trying to create what I envisioned and went with a bunch of small rooms i set off. Shortly after i assigned my crew to do other jobs and received a lot of migrants. A few minutes later my crew was already at 12 or so i had all the resources i wanted and could build whatever i wanted. This is a huge deal, at this point I kinda lost interest in the game, there is nothing for me to do as the player, is like playing with a cheat on. After i gathered enough resources and built recyclers and all the basic needs were met i started to built the station I wanted separated from the one I had built because it would be too much work to build new parts and destroy the old ones. Once i was done with it, I stopped playing. I got invaded a couple of times, got bombarded by meteorites every 5 minutes , it gets really tedious and got hit by couple of derelics, derelics are very disrupting to the game because after you collect the data disk or crew you have to go and demolish them. I also noticed there is not much difference between killbots, raiders and parasite attacks, you have to respond in the exact same way to each which is to move the security to intercept them.
  2. MANAGEMENT -As I said before new management tab -each separate structure that has an airlock an oxygen recycler and a power generator can be considered as a base. You get to choose a main base, the rest become sub-bases . -You can designate them to be mining outpost or defense outpost. Mining outpost would allow miners to be ready for the asteroids. The miner can hold more than the regualr limit of whatever he extracted to then make a larger shipment to the main base or wherever the refinery is, this way would be faster than having the miner go in and out of your main base. Putting the refinery in the expansion would be risky as its less secure than your main base since once the materials are procesed they would instantly go to an storage room which would be one of the primarly targets for raiders -Defense outposts are self explenatory, they would be there to be able to respond to threats before they reach your bases -On the base menu it would let you choose who works in which base and which are their quarters or bed. Also in the same menu the ability to designate a safe room for people to go if you are getting raided or there are parasites (in which case it could backfire) -You could also choose in what room each crew member works (x tenchnician works in y life support room) and or you could put an area where the employee would work on everything it contains and a patrol route for guards like in theme park world. In theme park world you could set areas of work and also assign technicians to work in specific attractions, It also had a tab to call other technician if one was resting. -You should also be able to assign who you want to be standing at each beacon. A submenu would contain a list of beacons (1,2,3,4,5,etc) there you would be able to assign who do you want in each squad CITIZENS AND JOBS -Reduce drastically the rate you get more crew members. Having a large crew should be a long term goal. If you make a game which is heavy on the simulation aspect and give so many characters that fast, the player is not going to care about them because they are expendable. I mean i got over 40 crew members in like one hour in map with a close warp gate, the rate is ridiculous. I also was never penalized in any way for taking in too much people too fast or had to do anything other than build oxygen recyclers and more beds. -Reduce drastically the speed the people level their skills. Like having a huge crew should be a long term goal, having an speciallized and skilled crew should be too. -Everything should require a minimun skill level or else that person cannot perform the job. IE: Level 1 techinician can only repair monitors and food replicators, level 2 gets the ability to fix fire alarms , level 3 gets the ability to repair refineries and air recyclers. Late game/endgame objects should require levels 4-5 -Characters could only develop their skills on their own up to level 3 , after that they would need a teacher who has alread the levels 4 and 5. Getting the skills to 4 and 5 should be really slow too. Maybe not outright negating the ability of the worker to get to 4 or 5 but it should take a really long time. -There would always be a really small chance of getting someone with one skill at level 5 -New Jobs : engineer , biologist (or doctor) , janitor -The engineer is in charge of maintaining, upgrading and reprogramming robots and defenses. Perhaps he can also manufacture them -Biologist, its basically a doctor which can also study alien species via autopsies and when he treats them. -Janitor, self explenatory, he also has the first to grab the fire extingushers, that way you can be sure all fires are going to be put off in time. PERSONAL EXPERIENCE WITH THE GAME At first I had no idea what to do so since this genre is more about the longterm, I went to check on the video tutorial to get the the big picture. So when i finally got it I went back to the game and starting to the design my base. Once i figured out what i wanted to do i tried to make a layout that then would allow me to expand the base the way i wanted but it turned out i went over budget, after correcting the layout I started to build yet to my surprise my crew didn’t finish in time and died. I wanted to restart the same scenario but I couldn’t because there is no restart option for some reason. I kept trying different layouts that i would like in new bases but every time the same happened, you can only build so much without having an oxygen recycler. I found this to be really frustrating -Add a restart base option -Make it so that whenever you start a new base there is already something built. A base of the smallest side possible with an airlock and 3 rooms, one with an air recycler already built and with space for one more, one with enough space for 6 beds (the players would have to build them by themselves) and one with enough room for a refinery (the player has to build the refinery too) After i gave up on trying to create what I envisioned and went with a bunch of small rooms i set off. Shortly after i assigned my crew to do other jobs and received a lot of migrants. A few minutes later my crew was already at 12 or so i had all the resources i wanted and could build whatever i wanted. This is a huge deal, at this point I kinda lost interest in the game, there is nothing for me to do as the player, is like playing with a cheat on. After i gathered enough resources and built recyclers and all the basic needs were met i started to built the station I wanted separated from the one I had built because it would be too much work to build new parts and destroy the old ones. Once i was done with it, I stopped playing. I got invaded a couple of times, got bombarded by meteorites every 5 minutes , it gets really tedious and got hit by couple of derelics, derelics are very disrupting to the game because after you collect the data disk or crew you have to go and demolish them. I also noticed there is not much difference between killbots, raiders and parasite attacks, you have to respond in the exact same way to each which is to move the security to intercept them.
  3. So im a big fan of city building and business mangament games, i ‘ve played almost everyone there is . Recently I found out about this game and finally got to test it out, there were some things that I liked and other things that I didn’t. Everything that I’m going to write is just my OPINION. I think the game is focusing too much on the simulation aspect while neglecting completely the management and planning, don’t get me wrong, simulation in these kind of games is great and adds a lot to it but currently the gameplay is kinda nonexistant as it’s basically focused around the random events, there are no losing conditions outside being wiped by one of them . Even in simple games such as sim theme park , rollercoster tycoon and zoo tycoon where the main appeal was to allow the player to build whatever they wanted, the player still had to respect certain rules to become profitable by first above all designing an efficient layout then manipulating the attractions duration and speed, higher speeds would deteriorate the ride faster, place minigames and shops at the right spots, lower or raise the quality and price of the prodcuts,etc. There is no such a thing in Starbase currently, you can build and do everything right off the bat with the exception of things that need research but even then research doesn’t cost anything other than time, the player needs to have rules to adjust to and obstacle to work around, otherwise he is going to get bored and not accomplished when he finishes his station Here are my suggestion that I think would improve the game: (again this is only my opinion) UI -Move the confirm and refuse buttons to the bottom of the slider, if by accident you miss back you are going to hit cancel which will delete everything you just did -Divide construction tab in two, structures (walls floors, doors, rooms) and objects (everything else) -Demolish and erease should be in every building related tab, if you palce an object and want to delete it you have to hit back twice, in the long run it becomes daunting. -Implement two buttons, undo and redo . If you misslciked and placed a wall you didn’t want to, you have to erase it but then when you do it , it also deletes the floor which then you have to rebuild. It would be nice to have these tools to track the last 3 things you did -Make the build related submenus slide horizontally and not vertically -Replace the refinery tab by industrial. (i’ll explain later) -Add a new management window where to include beacon mining and other things that I will explain later RESOURCES I find the current matter system to be limited and insuficcient ,it’s basically cash in the sims games, you get it and then you can buy whatever even magical food which appears from nowhere -Add new resources, metals, bacteria or organic matter, water, deuterium -Matter blocks or whatever they are , should get replaced with asteroids. Asteroid would enter your map randomly and of course there are going to be some when you start , they could just stay at some point in the map or the player could need to stop it with the miners in order for him to extract resources. This way the player gets infinite resources but in controlled amounts -Metal is used to build stuff in the station, metal has different tiers. More advanced objects require higher tier metals which would be more expensive and scasrce, rooms/doors built with higher tier metals are more resistant -Frozen bacteria or organic matter (or something like that) would be collected by the miners and used as “Fuel” for the Food replicator, used as fertilizer and also used for the production of vaccines and medicines. Food coming out of nowhere is kinda a big deal after all you are in the middle of the space, it makes no sense . To process the organic matter you would need to build a new machine similar to the refinery, to turn it into medical related materials a separate machine should be needed. Magaging food production and consumption would be really neat and it would be something the player has to consider when taking in new people. ideally the player should end up cultivating the food in their own garden or acquiring it by trading. Seeds and plants would be aquired via trading or maybe new people could have some -Deuterium would be obtainable directly from certain Ice commets -Water would be collected in form of ice from Ice commets too. The water could also be turned into deuterium with yet another machine in emergency cases. -No food, water or electricity for too long = death, revolts, etc -Each zone has it’s own abundance of the different resources, that way trading becomes important and not just a way of getting things that would need to be researched faster, or the research themselves This is more a survival type of game approach but i don't see how could other model work, unless you can turn your base into a tourist station like in Startopia. Space colony is probably the closest game to Spacebase however that game was as sandboxie and the challenge was to reach certain goal such as the construction of certain things or gathering certain amount of resources, the difficulty came from having to deal with enemies who would keep spawning and attacking your workers and defenses but again it wasn't a real sandboxy game like spacebase BASE BUILDING -Remove the glows (blue for life support, purple for the bar,etc) the contrast of the colors can interfere with the design the players have in mind (it did for me at least), i would suggets implementing lamps with colored bulbs that you can turn on or off or outright removing the glow and just giving the walls a different pattern. It would be neat if later we had the option of chosing different paintings or types of floor like in the sims -Allow the players to put 3x3 objects against the walls, there is too much wasted space, the rooms look empty -Make an oxygen distribution system. Instead of building 1 recycler every 3 members , it would be better to have 1 every 30 or so but that only covers a certain extention. The player should design a vent system to distribute efficiently the oxygen, if the player overextends then some rooms won’t support more than x number and if you drain all the oxygen it would take y amount of time to refill. The system should also serve to make a quarentine zone for when someone caughts a contagious disease, the player should be able to redirect the vent system and close it at certain parts to prevent it from spreading. Rooms not connected to the system get no oxygen -Implement an storage room type where to put all your resources. It doesn’t need people carrying the stuff there or from there. It would be neat if raiders tried to get to it and steal your stuff, the player would have fun designing his defenses -Implement an industrial room which would replace the refinery, all resource producing machines would be allocated here. -Implement robotics room, in this room engineers (new job) would be able to build upgrade and reprogram robots. If the engineer is not happy or is insane he may turn robots into kill bots (?) -Hospital where to treat pacients and do medical related research, doctors/biologist (new job) would be able to practice autopsies on dead raiders to learn its weaknesses for example -Power generator room. The electricity system would work similar to the Oxygen distribution system. -Implement some sort of “beauty” system like in old sierra city buildings where you had to build decorations to increase the appeal of a neighborhood, maybe if you don’t build enough your citizen become depressed
  4. This was suppose to be a new thread but w/e So im a big fan of city building and business mangament games, i 've played almost everyone there is . Recently I found out about this game and finally got to test it out, there were some things that I liked and other things that I didn't. Everything that I'm going to write is just my OPINION. I think the game is focusing too much on the simulation aspect while neglecting completely the management and planning, don't get me wrong, simulation in these kind of games is great and adds a lot to it but currently the gameplay is kinda nonexistant as it's basically focused around the random events, there are no losing conditions outside being wiped by one of them . Even in simple games such as sim theme park , rollercoster tycoon and zoo tycoon where the main appeal was to allow the player to build whatever they wanted, the player still had to respect certain rules to become profitable by first above all designing an efficient layout then manipulating the attractions duration and speed, higher speeds would deteriorate the ride faster, place minigames and shops at the right spots, lower or raise the quality and price of the prodcuts,etc. There is no such a thing in Starbase currently, you can build and do everything right off the bat with the exception of things that need research but even then research doesn't cost anything other than time, the player needs to have rules to adjust to and obstacle to work around, otherwise he is going to get bored and not accomplished when he finishes his station Here are my suggestion that I think would improve the game: (again this is only my opinion) UI -Move the confirm and refuse buttons to the bottom of the slider, if by accident you miss back you are going to hit cancel which will delete everything you just did -Divide construction tab in two, structures (walls floors, doors, rooms) and objects (everything else) -Demolish and erease should be in every building related tab, if you palce an object and want to delete it you have to hit back twice, in the long run it becomes daunting. -Implement two buttons, undo and redo . If you misslciked and placed a wall you didn't want to, you have to erase it but then when you do it , it also deletes the floor which then you have to rebuild. It would be nice to have these tools to track the last 3 things you did -Make the build related submenus slide horizontally and not vertically -Replace the refinery tab by industrial. (i'll explain later) -Add a new management window where to include beacon mining and other things that I will explain later RESOURCES I find the current matter system to be limited and insuficcient ,it's basically cash in the sims games, you get it and then you can buy whatever even magical food which appears from nowhere -Add new resources, metals, bacteria or organic matter, water, deuterium -Matter blocks or whatever they are , should get replaced with asteroids. Asteroid would enter your map randomly and of course there are going to be some when you start , they could just stay at some point in the map or the player could need to stop it with the miners in order for him to extract resources. This way the player gets infinite resources but in controlled amounts -Metal is used to build stuff in the station, metal has different tiers. More advanced objects require higher tier metals which would be more expensive and scasrce, rooms/doors built with higher tier metals are more resistant -Frozen bacteria or organic matter (or something like that) would be collected by the miners and used as "Fuel" for the Food replicator, used as fertilizer and also used for the production of vaccines and medicines. Food coming out of nowhere is kinda a big deal after all you are in the middle of the space, it makes no sense . To process the organic matter you would need to build a new machine similar to the refinery, to turn it into medical related materials a separate machine should be needed. Magaging food production and consumption would be really neat and it would be something the player has to consider when taking in new people. ideally the player should end up cultivating the food in their own garden or acquiring it by trading. -Deuterium would be obtainable directly from certain Ice commets -Water would be collected in form of ice from Ice commets too. The water could also be turned into deuterium with yet another machine in emergency cases. -No food, water or electricity for too long = death, revolts, etc -Each zone has it's own abundance of the different resources, that way trading becomes important and not just a way of getting things that would need to be researched faster, or the research themselves BASE BUILDING -Remove the glows (blue for life support, purple for the bar,etc) the contrast of the colors can interfere with the design the players have in mind (it did for me at least), i would suggets implementing lamps with colored bulbs that you can turn on or off or outright removing the glow and just giving the walls a different pattern. It would be neat if later we had the option of chosing different paintings or types of floor like in the sims -Allow the players to put 3x3 objects against the walls, there is too much wasted space, the rooms look empty -Make an oxygen distribution system. Instead of building 1 recycler every 3 members , it would be better to have 1 every 30 or so but that only covers a certain extention. The player should design a vent system to distribute efficiently the oxygen, if the player overextends then some rooms won't support more than x number and if you drain all the oxygen it would take y amount of time to refill. The system should also serve to make a quarentine zone for when someone caughts a contagious disease, the player should be able to redirect the vent system and close it at certain parts to prevent it from spreading. Rooms not connected to the system get no oxygen -Implement an storage room type where to put all your resources. It doesn't need people carrying the stuff there or from there. It would be neat if raiders tried to get to it and steal your stuff, the player would have fun designing his defenses -Implement an industrial room which would replace the refinery, all resource producing machines would be allocated here. -Implement robotics room, in this room engineers (new job) would be able to build upgrade and reprogram robots. If the engineer is not happy or is insane he may turn robots into kill bots (?) -Hospital where to treat pacients and do medical related research, doctors/biologist (new job) would be able to practice autopsies on dead raiders to learn its weaknesses for example -Power generator room. The electricity system would work similar to the Oxygen distribution system. -Implement some sort of "beauty" system like in old sierra city buildings where you had to build decorations to increase the appeal of a neighborhood, maybe if you don't build enough your citizen become depressed
  5. This was suppose to be a new thread but w/e So im a big fan of city building and business mangament games, i 've played almost everyone there is . Recently I found out about this game and finally got to test it out, there were some things that I liked and other things that I didn't. Everything that I'm going to write is just my OPINION. I think the game is focusing too much on the simulation aspect while neglecting completely the management and planning, don't get me wrong, simulation in these kind of games is great and adds a lot to it but currently the gameplay is kinda nonexistant as it's basically focused around the random events, there are no losing conditions outside being wiped by one of them . Even in simple games such as sim theme park , rollercoster tycoon and zoo tycoon where the main appeal was to allow the player to build whatever they wanted, the player still had to respect certain rules to become profitable by first above all designing an efficient layout then manipulating the attractions duration and speed, higher speeds would deteriorate the ride faster, place minigames and shops at the right spots, lower or raise the quality and price of the prodcuts,etc. There is no such a thing in Starbase currently, you can build and do everything right off the bat with the exception of things that need research but even then research doesn't cost anything other than time, the player needs to have rules to adjust to and obstacle to work around, otherwise he is going to get bored and not accomplished when he finishes his station Here are my suggestion that I think would improve the game: (again this is only my opinion) UI -Move the confirm and refuse buttons to the bottom of the slider, if by accident you miss back you are going to hit cancel which will delete everything you just did -Divide construction tab in two, structures (walls floors, doors, rooms) and objects (everything else) -Demolish and erease should be in every building related tab, if you palce an object and want to delete it you have to hit back twice, in the long run it becomes daunting. -Implement two buttons, undo and redo . If you misslciked and placed a wall you didn't want to, you have to erase it but then when you do it , it also deletes the floor which then you have to rebuild. It would be nice to have these tools to track the last 3 things you did -Make the build related submenus slide horizontally and not vertically -Replace the refinery tab by industrial. (i'll explain later) -Add a new management window where to include beacon mining and other things that I will explain later RESOURCES I find the current matter system to be limited and insuficcient ,it's basically cash in the sims games, you get it and then you can buy whatever even magical food which appears from nowhere -Add new resources, metals, bacteria or organic matter, water, deuterium -Matter blocks or whatever they are , should get replaced with asteroids. Asteroid would enter your map randomly and of course there are going to be some when you start , they could just stay at some point in the map or the player could need to stop it with the miners in order for him to extract resources. This way the player gets infinite resources but in controlled amounts -Metal is used to build stuff in the station, metal has different tiers. More advanced objects require higher tier metals which would be more expensive and scasrce, rooms/doors built with higher tier metals are more resistant -Frozen bacteria or organic matter (or something like that) would be collected by the miners and used as "Fuel" for the Food replicator, used as fertilizer and also used for the production of vaccines and medicines. Food coming out of nowhere is kinda a big deal after all you are in the middle of the space, it makes no sense . To process the organic matter you would need to build a new machine similar to the refinery, to turn it into medical related materials a separate machine should be needed. Magaging food production and consumption would be really neat and it would be something the player has to consider when taking in new people. ideally the player should end up cultivating the food in their own garden or acquiring it by trading. -Deuterium would be obtainable directly from certain Ice commets -Water would be collected in form of ice from Ice commets too. The water could also be turned into deuterium with yet another machine in emergency cases. -No food, water or electricity for too long = death, revolts, etc -Each zone has it's own abundance of the different resources, that way trading becomes important and not just a way of getting things that would need to be researched faster, or the research themselves BASE BUILDING -Remove the glows (blue for life support, purple for the bar,etc) the contrast of the colors can interfere with the design the players have in mind (it did for me at least), i would suggets implementing lamps with colored bulbs that you can turn on or off or outright removing the glow and just giving the walls a different pattern. It would be neat if later we had the option of chosing different paintings or types of floor like in the sims -Allow the players to put 3x3 objects against the walls, there is too much wasted space, the rooms look empty -Make an oxygen distribution system. Instead of building 1 recycler every 3 members , it would be better to have 1 every 30 or so but that only covers a certain extention. The player should design a vent system to distribute efficiently the oxygen, if the player overextends then some rooms won't support more than x number and if you drain all the oxygen it would take y amount of time to refill. The system should also serve to make a quarentine zone for when someone caughts a contagious disease, the player should be able to redirect the vent system and close it at certain parts to prevent it from spreading. Rooms not connected to the system get no oxygen -Implement an storage room type where to put all your resources. It doesn't need people carrying the stuff there or from there. It would be neat if raiders tried to get to it and steal your stuff, the player would have fun designing his defenses -Implement an industrial room which would replace the refinery, all resource producing machines would be allocated here. -Implement robotics room, in this room engineers (new job) would be able to build upgrade and reprogram robots. If the engineer is not happy or is insane he may turn robots into kill bots (?) -Hospital where to treat pacients and do medical related research, doctors/biologist (new job) would be able to practice autopsies on dead raiders to learn its weaknesses for example -Power generator room. The electricity system would work similar to the Oxygen distribution system. -Implement some sort of "beauty" system like in old sierra city buildings where you had to build decorations to increase the appeal of a neighborhood, maybe if you don't build enough your citizen become depressed
  6. test Why can't i create new threads? I wrote around a 2 pages long post with feedback about the game and suggestions too but every time i hit post nothing happens....
  7. test Why can't i create new threads? I wrote around a 2 pages long post with feedback about the game and suggestions too but every time i hit post nothing happens....
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