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I see BReaking Bad reference here, actually meth lab empire in frostpunk would be much more interesting than political simulator
In FP1 I actually felt bad when I failed to provide heating for people's homes or - worse - hospital.
I can understand the desire to change a good part of the gameplay and thus offer a new experience, but by trying too hard to be different, I believe FP2 lost sight of what made the essence of the original game.
I was very bewildered by my first steps in FP2: first, I felt completely lost in a universe I thought I knew (400 hours on Frostpunk and here I am back to being a noob). It's not necessarily unpleasant, and it's even rather challenging.
Except that...
Except that it doesn't quite work. The main issue is this problem of scale: how can one become attached to a population of 2000, 4000, 9000+ people? Where are the stakes if everything seems so distant (including the viewing distance with such limited zoom)? And in this mess of menus and options (It's a beta, I'm sure it will be improved), one can feel, little by little, an impression of loss of control but above all of detachment...
What becomes paradoxical is that by wanting to add so much, the game has become very generic. Just "another city builder" with that old hexagonal map (seriously? It's so unoriginal!)
It's such a shame and even more so because I don't see at all how this could change at this stage of development. It's a fundamental problem: it's neither technical nor cosmetic, it's simply another proposal too different to be compared to FP1.
This game mode will undoubtedly appeal to some (because it has qualities and the game is not stingy with interesting details), but personnaly, I've played far too many city builders from the 90s-2000s to find FP2 original.
Best of luck to the developers in the future, but it will be without me.
Sorry, but 11 bit replaced the Hope bar with Obedience a long time ago. The next logical step is executions of public enemies, so I wonder if they'll be tolerating threads like this one for much longer.
You do realize it's just not gonna happen a mere few months before the release? Changing a few numbers here and there for balance is the fullest extent of what could be hoped for.
Heatstamps is one of the more legitimate complaints about the game. It doesn't make a lot of sense to me mechanically, even if it made sense thematically, which it doesn't. It's not at all particular clear what it is supposed to represent, though it is obvious that it functions as funds.
Frostpunk 1 has wood, steel, coal, power cores and people. I feel that Frostpunk 2 should have the same, including oil (I suppose) and maybe something else to spice things up a bit?
1. Population. We need this to make the work done. And it's a top limiting factor of how big we can right now.
2. Trust, tension, faction reputation. It's a political resource limiting our decisions and sometimes allowing direct action in case of faction reputation and abilities.
3. Frostland teams. A special resource with the only purpose to make something in frostlands.
4. Heat, shelter, food, materials, goods and coal. It's a city resources. In general we do not directly using its directly. We just influencing the flow. Trying to balance supply and demand. Actually it's not even our resources because we have nothing to do with them.
5. Heatstamps and Cores. Our only direct currency to perform most city actions. Actually heatstamps is a resource that limits our expansion.
Ah, there is also a Guard Teams, but I have not interact a lot with them.
So in general - Food, materials etc represents the state of the City economy. They are the answer to the question "How it's going?".
Heatstamps represents you ability to expand and progress. They answer to the question "What/how much can we do right now?"
It's really have a sense in game mechanics.
It's a pity, they had a brilliant concept and then decided to reinvent it.
If the whole city is starving, and we could _ALL_ build the source for food, which everyone needs or will die, we should build it. Even without the mighty manager consent. If they have the resources and they are truly starving, they will build it themselves, for themselves. Maybe not full scale, but they will build it, instead of starving, because this is literally the only way of getting food.
They won't smuggle contraband from other cities or suburban. They won't grow it themselves outside the city. If they don't build, even though they have materials, because they won't get paid with heatstamps, they will all die the silliest way possible. They will die of being stubborn.