NokiMo
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costello

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ANSWERS TO YOUR IDEAS

Hi guys!
Thank you for your attention to my question.

I waited a while for all those who wanted to speak out. And discussed your ideas with programmers.

- The situation with training for characters with a high level is clear to us.
We are likely to add a few more degrees of pumping the colonist and think about how to implement it.

- Colonial training in one place.
This has already been planned and will be implemented through the management of the colonists in the distribution zone.

- Hide exhausted colonists in breeding.
Showing or hiding colonists with exhausted energy, I think, will be convenient for everyone. The breeding zone will be subject to change, and we will be able to add this feature to the planned work.

- Several fractions in the breeding zone.
Unfortunately, this is most likely impossible. I will explain why.

Distribution zone created for the Breeders faction. Their main task is to work on expanding the size of the colony.
The farmers faction is engaged in food production.
The faction of miners is engaged in the extraction of useful resources.

Previously, it was impossible to change the fraction to the colonist. Now, in order to transfer this or that skill to the future generation, you can transfer the colonist to another faction. But violating the system and transferring all colonists to the breeding zone is not good either.
We have planned work on the distribution zone, there will be detailed statistics for all colonists and a colonist management system. This will simplify the task of redistribution.

- More cash rewards for Rourke quests.
Quests are paid depending on the complexity. The same 2000 coins that Rourke pays will be enough to build many objects. If more solid incomes are required, for them Monk has difficult quests.
But a larger income is possible in trading on the market.

- Passive income system.
Something like that will be implemented in the next release. There will be a colony life system according to the principle: many dissatisfied people - many problems, many happy people - few problems.
At this stage, a basic model will be implemented which will be supplemented later.

But in order to introduce a tax system, you need a system of fixed costs for the colony for its life activities.
Simply put - in order to constantly earn something, you need to constantly spend something. In such cases, there are many unexpected expenses and situations that most players obviously do not like.

We simplified the system and added many factors to the mood of the colonists. But the system will be supplemented and I do not exclude that it is possible to implement a simplified form of income in the form of taxes.

- Selling multiple colonists at the same time.
Yes, this has long been planned to be done, but postponed due to the main release. The trading system at Rourke and Monk was created long ago and it was not planned that the colonies would be very large.
This calculation error led to overpopulation of the colonies and the inconvenience of managing them.

We will change the trade in the colonists after the main release.

- A place to store colonists in the distribution.
In a future release there will be a new colony system. Colonists who are not divided into working factions (farmers, miners, etc.) are free residents of your colony. Consumers. It is their number that will affect the life of the colony.

The distribution area is not a place of storage for the colonists, but something like a personnel department. We plan to create there full statistics on the number of colonists in the territory and create the ability to manage them. Therefore, the colonists will not be stored in the distribution zone but in the colony itself, they will live there.

- General chat system.
Shared chat will be a big problem because of spam and possible inappropriate players and their messages that offend other chat participants.

Most likely, a system of communication between the colonies will be implemented as in a bank between customers. This will be implemented using the spaceport, where you can find other colonies and contact them.

- Colonist filter.
It exists and they need to learn to use. Due to the fact that we have a system of hebrides, it is not possible to search for a separate species. Because in the game there are only two kinds of creatures - Human and Syrians. The remaining species are genetic combinations. Therefore, the search filter by species is based on the percentage of the creature’s genetic components.
Remaking the search at the moment is not possible.

- Sort colonists alphabetically.
This will not be implemented at this time. The reason is simple - the control system of the colonists will change and until that moment we will not touch the filters of the colonists so as not to waste time.

- Coercion to sex and incest.
In politics, Patreon is forbidden. We had problems with this at the very beginning. We were blocked due to the fact that the site wrote that incest is possible. Not for the fact of incest, but only for the mention of it.
A lot of people with conservative views.
Unfortunately, there are many people who watch a porn film and believe that at the end of the film all the participants in the orgy will get married. :)

- Great experience! I think that it is possible to do such analysis of questions and suggestions in the future. Because not everyone reads comments, and even more so if the comment is written a long time ago.
This format I suppose will be very useful.

Thank you guys for your attention to us. I appreciate it.

Have a nice day! See you later.

ANSWERS TO YOUR IDEAS

Comments

I'd like to see also, eventough, small chance of multible birth with humans. As in real it happens to. Also it would be nice if you could train kids in someway. And it would be cool to see more people(as your city population expands, walking around in your city.

Isabel

Reproduction uses randomness in the exchange of genes, but most takes into account the heredity of parents.

PANDORIUM

Basically what I am trying to say is that the breeding results need more consistency and less randomness. Some randomness is fine but there needs to be a significant majority of consistent results otherwise we are wasting our time trying to plan and strategize if the results are mostly going to be random anyways. It gets frustrating :(


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