Thrive Game Development
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Thrive Game Development

Development of the evolution game Thrive.
 
HomeHome  PortalPortal  Latest imagesLatest images  SearchSearch  RegisterRegister  Log inLog in  
Welcome new and returning members!
If you're new, read around a bit before you post: the odds are we've already covered your suggestion.
If you want to join the development team, sign up and tell us why.
ADMIN is pleased to note that this marquee has finally been updated.
ADMIN reminds you that the Devblog is REQUIRED reading.
Currently: The Microbe Stage GUI is under heavy development
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Quick Links
Website
/r/thrive
GitHub
FAQs
Wiki
New Posts
Search
 
 

Display results as :
 
Rechercher Advanced Search
Statistics
We have 1675 registered users
The newest registered user is dejo123

Our users have posted a total of 30851 messages in 1411 subjects
Who is online?
In total there are 15 users online :: 0 Registered, 0 Hidden and 15 Guests

None

Most users ever online was 443 on Sun Mar 17, 2013 5:41 pm
Latest topics
» THIS FORUM IS NOW OBSOLETE
levels of automation Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
levels of automation Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
levels of automation Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
levels of automation Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
levels of automation Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
levels of automation Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
levels of automation Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
levels of automation Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
levels of automation Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
levels of automation Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
levels of automation Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
levels of automation Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
levels of automation Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
levels of automation Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
levels of automation Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
levels of automation Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
levels of automation Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
levels of automation Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
levels of automation Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
levels of automation Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 levels of automation

Go down 
5 posters
AuthorMessage
toxiciron
Newcomer
toxiciron


Posts : 73
Reputation : 0
Join date : 2010-10-06
Age : 31
Location : coLation

levels of automation Empty
PostSubject: levels of automation   levels of automation EmptyFri Dec 03, 2010 1:29 pm

i just thought of a good idea to share to you all. what if as the player developed some sort of automatic whatever-doer (like building certain special almost required buildings) there were higher and higher levels of automation for it?

my examples will use things that need repairing

at the 1st level, you have to monitor the stats all by yourself and repair things as they get low
at the 2nd, something will start to get lit up when it needs to be repaired
3rd, you receive a notification on your GUI that "it" needs to be repaired
4th, you can repair "it" from that notification window
5th, you can set each "it" (building, organelle, whatever) to repair at a certain threshold
6th, you can set a threshold for everything to repair at
7th, you are completely uninvolved in repairing things, and now repairing is something you never hear of anymore until you create some sort of upper tech object or research that would normally require repairing, w/e


the thing is, this could apply to ANYTHING (at least in my idea). If you have the resources, you could eventually be completely uninvolved in your empire's development while it still develops by itself.
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

levels of automation Empty
PostSubject: Re: levels of automation   levels of automation EmptyFri Dec 03, 2010 11:37 pm

I don't understand. Is this for SCs?
Back to top Go down
toxiciron
Newcomer
toxiciron


Posts : 73
Reputation : 0
Join date : 2010-10-06
Age : 31
Location : coLation

levels of automation Empty
PostSubject: Re: levels of automation   levels of automation EmptySun Dec 05, 2010 6:25 pm

sure, yeah. or anything that needs repairing.

remember that educational cell game with the platypuses?
remember that feature for automatically creating cytosomes?
I'm thinking it would be neat to incorporate that into anything.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

levels of automation Empty
PostSubject: Re: levels of automation   levels of automation EmptySun Dec 05, 2010 6:37 pm

Reducing micromanagement is good, but including a crapload of settings that do exactly the same is not.


Organisms are going to heal whether the player wants them to or not.

Tech Objects/Squad units in SCs/MCs are going to be repaired as long as it has a Governor/Leader. What more would be needed?
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

levels of automation Empty
PostSubject: Re: levels of automation   levels of automation EmptySun Dec 05, 2010 7:33 pm

Commander Keen wrote:
Reducing micromanagement is good, but including a crapload of settings that do exactly the same is not.


Organisms are going to heal whether the player wants them to or not.

Tech Objects/Squad units in SCs/MCs are going to be repaired as long as it has a Governor/Leader. What more would be needed?
QFT

Maybe just a few levels? some of those seemed redundant.
Back to top Go down
Invader
Experienced
Invader


Posts : 528
Reputation : 11
Join date : 2010-07-10
Age : 28

levels of automation Empty
PostSubject: Re: levels of automation   levels of automation EmptySun Dec 05, 2010 10:36 pm

Commander Keen wrote:
Reducing micromanagement is good, but including a crapload of settings that do exactly the same is not.


Organisms are going to heal whether the player wants them to or not.

Tech Objects/Squad units in SCs/MCs are going to be repaired as long as it has a Governor/Leader. What more would be needed?

My thoughts exactly. If you invent an automated machine, all it will do is reduce the amount of resources and (potentially) time it takes to carry out the task it was designed for. All this micromanagement is just needlessly complicated.
Back to top Go down
Sponsored content





levels of automation Empty
PostSubject: Re: levels of automation   levels of automation Empty

Back to top Go down
 
levels of automation
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Thrive Game Development :: Development :: Design :: Modes :: Strategy-
Jump to: