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An NPC that hunts? Theres a lot possibility. Excited to see whats next!
That is one of the reasons i have never bothered with mike, plus if too many things are done by npc`s what is left for the player to do.
Simple tasks Clean up base, (Sticks, stones, plants). I would think there could be some barn interactions of moving milk and eggs to NPC storage containers. I don't think I would want them emptying workbenches, My gosh, you would never find anything and all the pc storage chests would be a total mess. It sounds good, until you think about the mess he makes in the NPC containers of mixed items.
Secondary thoughts, Where will New NPC's live? Each one needing a house/hall? Expanding the house with new bed and whiteboard? Those could be very valid choices, and could greatly affect current builds or change plans to future builds.
But, we shall see what happens to them. Some folks will be happy, some mad, some say they will never play again unless their demands are met.
That way you can go on longer trips without the production of eggs and milk stopping.
He is for sure. Thought about suggesting it here already.
Maybe just make him slower? Reduce his Movementspeed by 25-35% or something like that. He is insane fast, but i think a nerf of like 1/3 of his speed would be okay.
Or same speed, but only 50% of resources gathered. Sometimes he just puts like 8 Logs into my log stands, thats way too much. Maybe set a cap at 3.
Overall i think (for all tasks) it would be enough if you make him move slower. As i said like 25-35% would be cool i think
I haven't tested most of it myself but doesn't it all depends a bit on how you play the game. If you cut trees a bit further away to spare nature at your base location, 3 logs might turn out disappointing, maybe?
If your game settings are set to have heavy hitting enemy AI demolishing your base and Mike first task is to repair, so you can focus on battle with your sidekick backing you up, is there still enough extra time left for other tasks you want Mike also to pay attention to?
Also new players might experience it differently than "pro's".
My Mike has a lot of time but is some how always very busy enjoying his ADHD.
So I run a rather useles business in almost rotten patato suncreme and bio-fuel to keep up and try to deal with his ADHD, when i'm in the mood. It's been awhile. Anyways.
Once there was a time everything was serene... now Mike runs, using all 8 entrances - I'm starting to panic less lately when doors are kicked open, i'm getting there -, the cooking pots out of my hands in my cooking workshop. But I like it! Therefor or better when i see Mike now, I see myself before he was around. Acting like a mad men, watering a field with a Flask so what am I greatfull he likes it so much.
Since i'm not having a SSE with him, a Synchronized Swimming Exercise, I don't mind him being better at getting the job done then one might expect.
You burn 8 logs in no time if you choose to build big. It's not needed maybe, but its how you play the game.
I spend a lot of time shuffling Decor and daydreaming. Sure Mike become OP for me but it still comes in handy. At full throttle, making coins apart from looting, big building project, he's (and his speed) vital.
-The option to label individual planters/greenhouse/... as: "hands off Mike", would grant the player some control back.
(-A button on his forehead to toggle: "Sit for a moment", (him just standing there might look awkward), without the player having to run to his taskboard, stop Mike from running to another base unwanted. _New animation,to much work_)
Forgive me for still being curious but it being OP for Mike to be involved in building i get but what the "OP" referred to originally was something about storage containers that could store food for Mike
AND posible Other friendly AI :).
It would be a lot of work and what about preformance but
Friendly AI can also be introduced in another way. As a sort of a side-mission.
It initiate the same: distressed friendly AI needs your help.
Vehicle broke down and you need to provide the goods to repair.
Or an army related AI needs your coop to help repair his transmitter by delivering goods to AI storage container in townhall or a specific spot on the map.
They either show up at your spawn location base after unlocking specific tech related to their "side-mission" or you run into them on the road. Or the player gets a Notification he unlocked a mission by progress (Day 66?) a pop-up appears at a spot related to the mission where you can activate a mission when ready.
They might be able to roam around your base where as so the player has to provide food and protection during the process of gathering the demanded goods. A not fundamental tech might be the reward or maybe a blanco tech paper. Or a half blanco tech paper. 2 missions.
After the mission they dissapear? Linger around as long you (or Mike, when the player is looting) give them food, acting like they're busy?
It fights off the loneliness some expirience and provides a mini storyline if you let the friendly AI give the player vague hints, nothing concreet.
They give a one time bonus and send off or taking care for if the player wants to support them.