It's the same as on release. >have to wear spacesuit to operate toxic machinery >get knocked out >person who's coming to save you is on a different ship >asphyxiate
Is there any reason to make multiple ships? It seems to just cost a lot, slow down logistics, give you more to manage and makes it harder to notice when someone is dying.
Lots of potential but it's still lacking any kind of late midgame/endgame. Once you're stable the rest of the game is a cakewalk.
More room to store my shit. I have three ships and something like 36 crew. Trading is OP so I never run out of resources now. Plus you need multiple ships to take on multiple ships in combat.
If you set things up correctly there's zero micro involved besides combat. When doing combat you get a squad or two together and tell them where to go and what to deploy (oxygen/turrets). Most of my crew is dedicated to hydroponics so the rest don't die of starvation. My other two ships automatically resupply with shuttles when X item drops below Y threshold.
Colony Sims take a long time to develop
Most people with an original idea and small dev team would probably rather develop stuff with a more reasonable time to finish
Because the closest to a colony sim with a budget is the dollhouse that is the Sims and even that isn't something many game devs are willing to copy.
dev is based too. It's the only game in currentyear where you can run a confederate plantation with Black person slaves.
>dev is based too.
You mean the dev that Ganker constantly refers to as a religious minority for his financial practices and keeping the game's price tied to inflation?
Because yes, I too think it's based to make a lightning in a bottle game and then dupe its core audience into buying a nonsense book. I wish I had idiots paying me for crap. >Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games’ 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website.
Dev's basedness has nothing to do with game's basedness. On paradox forums people can joke about "genocide" in Stellaris, but in HOI4 that's a big no-no. Fantasy violence is simply widely accepted even if the dev is pozzed.
I gotta agree with you on this one. Tynan is based but the community around this game have a heart attack when they see the word "rape" being randomly-generated on the map.
I mean early betas of Rimworld literarily had you put cages with dead bodies in every room to prevent mental breakdows... but removing the fear mechanic was for the better.
>mass murder of babies to help fps
I'm thinking based
Also it's more of an autism game than RW so the userbase is made up of more boomers who don't care as much about modern politics even if they were considered left leaning back when they were young
2 years ago
Anonymous
but the dev is not le based. I refuse to touch DF now that there is troony dorfs.
2 years ago
Anonymous
>not realizing the hilarious doors of FUN opened by troony dorfs being a thing
That being said, the game is fine. I haven't gotten to use the cybernetics yet but if you can't turn your entire crew into body horror cyborgs with visual changes it's a wasted system.
No.
This seems to be one of those games that just sort of exists, i only know its a thing due to seeing it get updated on gog-games.com
It's the same as on release.
>have to wear spacesuit to operate toxic machinery
>get knocked out
>person who's coming to save you is on a different ship
>asphyxiate
Is there any reason to make multiple ships? It seems to just cost a lot, slow down logistics, give you more to manage and makes it harder to notice when someone is dying.
Lots of potential but it's still lacking any kind of late midgame/endgame. Once you're stable the rest of the game is a cakewalk.
More room to store my shit. I have three ships and something like 36 crew. Trading is OP so I never run out of resources now. Plus you need multiple ships to take on multiple ships in combat.
How is the game when it comes to micro at that crew count? That's where all these types of games tend to fall short
If you set things up correctly there's zero micro involved besides combat. When doing combat you get a squad or two together and tell them where to go and what to deploy (oxygen/turrets). Most of my crew is dedicated to hydroponics so the rest don't die of starvation. My other two ships automatically resupply with shuttles when X item drops below Y threshold.
I just like to enslave people
elaborate, how fleshed out are the slavery mechanics
Not much, but I like that they are there. I hope the devs expand on it.
I see there was a new update a month ago, focusing on crew interaction. Did it add anything really interesting?
Rimworld is the only good colony-sim
Why can nothing else live up to it.
Colony Sims take a long time to develop
Most people with an original idea and small dev team would probably rather develop stuff with a more reasonable time to finish
Because the closest to a colony sim with a budget is the dollhouse that is the Sims and even that isn't something many game devs are willing to copy.
>dev is based too.
You mean the dev that Ganker constantly refers to as a religious minority for his financial practices and keeping the game's price tied to inflation?
Because yes, I too think it's based to make a lightning in a bottle game and then dupe its core audience into buying a nonsense book. I wish I had idiots paying me for crap.
>Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games’ 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website.
dev is based too. It's the only game in currentyear where you can run a confederate plantation with Black person slaves.
Dev's basedness has nothing to do with game's basedness. On paradox forums people can joke about "genocide" in Stellaris, but in HOI4 that's a big no-no. Fantasy violence is simply widely accepted even if the dev is pozzed.
I gotta agree with you on this one. Tynan is based but the community around this game have a heart attack when they see the word "rape" being randomly-generated on the map.
I mean early betas of Rimworld literarily had you put cages with dead bodies in every room to prevent mental breakdows... but removing the fear mechanic was for the better.
Only homosexuals play Rimworld. Chads play DF.
>inb4 troony dwarves
The dev is pozzed but the community is based. The exact inversion of RimjobWorld
careful dude use anymore buzz words people might start thinking things.
>mass murder of babies to help fps
I'm thinking based
Also it's more of an autism game than RW so the userbase is made up of more boomers who don't care as much about modern politics even if they were considered left leaning back when they were young
but the dev is not le based. I refuse to touch DF now that there is troony dorfs.
>not realizing the hilarious doors of FUN opened by troony dorfs being a thing
anon, your lack of creativity saddens me
Rimworld with SOS2 is better.
That being said, the game is fine. I haven't gotten to use the cybernetics yet but if you can't turn your entire crew into body horror cyborgs with visual changes it's a wasted system.
I always find that by the time I build the SoS2 ship, I've ran out of steam and can't keep playing.
Same here honestly