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| Realism Mode in Thrive | |
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+6dinoman9877 AwesomeSiebren Oliveriver TheFellowWithTheHat Tarpy Doggit 10 posters | |
Author | Message |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Realism Mode in Thrive Sun Jul 28, 2013 8:50 pm | |
| Dinoman, calm down, this whole thread is for a suggestion for a difficulty mode that is optional via the settings. All the save options and difficulty features you are worrying about are specifically meant for this idea, but will not be in the regular game. | |
| | | Inca Regular
Posts : 250 Reputation : 10 Join date : 2013-07-03 Age : 30 Location : England
| Subject: Re: Realism Mode in Thrive Sun Jul 28, 2013 9:19 pm | |
| This is why its realism MODE. Its an optional mode for people who want to play their game from start to finish and try and adapt to what the game throws at them without have 2nd, 3rd, 4th chances when something goes wrong or they make a poor decision. Its about playing through as if your species are on a timeline with the rise and fall of their nation.
I would also suggest that this mode does have a save function so that if you wish to leave the game and a autosave has not occured for some time, you can save and quit whenever. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Realism Mode in Thrive Sun Jul 28, 2013 9:25 pm | |
| - Inca wrote:
- I would also suggest that this mode does have a save function so that if you wish to leave the game and a autosave has not occured for some time, you can save and quit whenever.
I thought the original idea was to only save when the player exits? That way saves are only used for leaving and returning to the game, but not reloading. | |
| | | Inca Regular
Posts : 250 Reputation : 10 Join date : 2013-07-03 Age : 30 Location : England
| Subject: Re: Realism Mode in Thrive Sun Jul 28, 2013 9:30 pm | |
| Ah yeah, but I would still like some autosaves going on in case of an unexpected exit of the game, just in case you lose power or the game crashes or whatever, you wont lose hours of gameplay. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Realism Mode in Thrive Sun Jul 28, 2013 9:34 pm | |
| Oh okay, that's a good idea. | |
| | | SchrodingersKitty Newcomer
Posts : 13 Reputation : 0 Join date : 2013-08-09 Location : Not sure yet, when we find a name for our quantum format, ill let ya know
| Subject: Re: Realism Mode in Thrive Sat Aug 10, 2013 1:12 am | |
| Okay, just to make a note here, the chances of a planet getting smacked with even a small asteroid is very slim, yeah so one said hi to earth 65 million years ago, but think about it, 65 million years, think of the actual chances of it happening again, of course it can, but realistically it'll be a slim chance, even if a massive asteroid collided with the asteroid belt and sent a flak of them and itself hurling towards us, we still most likely would not be hit due to spread, the trajectory would have to be Belgium near perfectly aligned or the at least close enough and slow enough with the correct mass for our gravitational pull to yank in into a collision course, that being said, this form of disaster may need a %chance slider if it'll become a option in difficulty. 25%=a minor to major impact every 65million. where 50%=every 10million, think of it that way for the game. it would also depend on where exactly your planet it, and if your planet has rings with rock deposits and large chunks of debris, maybe your chances of having meteorite showers increase, but also note, the chances of having a meteorite smash next to you is rare, and if it did the sheer velocity would probably kill you instantly, instead of making you dizzy, if it hits you, chances are good you will explode like a watermelon. and if its big enough it may just disintegrate an entire area depending on mass/land formations.
Now with invasions, Not an impossibility, especially if you spend your time watching history channel lol, joking aside, this would be best on a possibility % slider scale, but would have to be a LOT more rare, in comparison , 25%=65million years to be belgium slapped by a asteroid, so lets try this, 25% of being visited will be a universe homebase scale, if its at 25% then that means the closest sentient lifeform in space is going to be living lets say 25%=1.5 Billion light years away. or maybe even in a neighboring galaxy, for us it would be andromeda, the ratio of ever making first contact would depend on technologie alone. the higher a % the closer they will be, as in like 100% means they are within the exact same star system as you, and 1%= well, you could play this game for the rest of your life, and NEVER make first contact, same with impacts from asteroids.
Pandemics would be depending on the ecosystem and the development of user or game based parasitic/viral based species, from fungi(as i talked about in a different thread) to a species of animal or insect that breeds in a parasitic fashion. on a % scale 25%= every new generation(120 years) will endure and have to deal with at least 1-3 issues, if a species goes into developing biochemical and biological warfare the chances increase if research in medical and treatment is not developed to meet the development into said research.
Natural Disasters- Volcanoes, Earthquakes, Tornados, Hurricanes, and all that fun stuff, will FULLY depend on the planet itself, and i do not thing this should be tampered with by the player, a planet and its geology. that being said however, with industrial age and above, adding in pollution and emissions would be a fun idea, it would force players to take in account of what type of tech they go into and how they can affect the planet , IE dumping would decay the water ecosystem, not using scrapers would cause chemicals to leak into the atmosphere, increase in greenhouse gasses can cause more floods, and water levels to rise due to melting of polar caps.
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