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| levels of automation | |
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toxiciron Newcomer
Posts : 73 Reputation : 0 Join date : 2010-10-06 Age : 31 Location : coLation
| Subject: levels of automation Fri 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. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: levels of automation Fri Dec 03, 2010 11:37 pm | |
| I don't understand. Is this for SCs? | |
| | | toxiciron Newcomer
Posts : 73 Reputation : 0 Join date : 2010-10-06 Age : 31 Location : coLation
| Subject: Re: levels of automation Sun 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. | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: levels of automation Sun 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? | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: levels of automation Sun 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. | |
| | | Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 28
| Subject: Re: levels of automation Sun 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. | |
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