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Een vertaalprobleem melden
now in the game the Spice is not important at all!
We're looking at ways of making spice more central to the dynamics of the game, and have a lot of ideas and concepts floating around, so I'll make sure any sugeestions we see make their way to the devs :)
Appreciate the feedback, and thanks for playing the game.
James
If a player could stockpile when price are low and sell everything when price are high (maybe not 100% at once) spice management would be more interesting (shall i boost my faction now or wait for better efficiency)
I would also not want even more buttons to press and to keep track of, there's enough things that need my attention right now and combat should definitely stay more macro-focussed.
Mind altering: it could awaken dormant parts of the human mind and encourage expanded sensory perceptions. In some humans (notably the Bene Gesserit, Guild Navigators, and some members of the Atreides bloodline), heavy doses led to powerful abilities that include prescience;
Health benefits: taken regularly, it increased life expectancy and fortified overall health levels (in many cases life expectancy was tripled);
Addictiveness: the spice had narcotic properties, thus increasing demand and creating a large and hungry market for it. An individual's addiction to the spice would worsen the more they consumed it.
Physical effects: sustained use of the spice led to human eyes being discolored so that the entire eye would be stained blue - so called Eyes of Ibad. Extensive exposure to the spice created a huge physical dependency that could radically alter the entire body (see Guild Navigators).
The points I cited about it making people smarter, healthier, more efficient and more expensive were specifically drawing from those factors.
I do think it would be possible to keep it from being 'more buttons to press', like by making it a function of a policy being set rather than something to micro (possibly replacing the CHOAM side of the spice slider).
Also, from reading up on the wiki on characters that have particular affinities for spice, like Paul, it strongly suggested that they were pointedly able to apply the effects to combat. Paul, granted, is likely an exceptional case, but it does seem in general like it would fit within the canon, and even if it isn't applied as a direct combat drug, enabling advisors or boosting mentats with expanded consciousness could certainly have a force multiplying effect separate from raw Power, Defense, or Health numbers.
But let's assume that that's not a sufficient counterpoint for your purposes. What would you put forward instead, given the design problem of needing to make spice more integral to the game state?
Spice Harvesting: The game.
Where you run a mining operation. Allocate crew to a harvesters, best utilize their skills, and fight grueling production quotas. Make it like FTL where you assign crew to stations. You have engine rooms, rough refining, driving, small defence guns for raids, radio, lookout - you have to rotate crew or they get weird from spice overdose - and once the lookout spots wormsign, how long do you wait until relocating the crew to rig the harvester for flight evacuation? That game would be centered on spice and its harvesting. It could even be quite cool.
Thing is, there's another word in the title: Wars. And spice are not bullets. It's the reason for fighting, not the means. Confusing the two seems to be a major hobby on this forum.
Still, in my next post I will discuss the subject more seriously.
They're only saying spice isn't important in this game because in Dune 2, a much simpler game, spice was abstracted and served as the only currency that paid for everything, and they're upset about anything that's different from how it was in that game and looking for any excuse to say this one is worse.
That said, it wouldn't be a bad thing to make spice even more central to the game. Something simple that would make sense: make it so that to qualify for the governor charter, you also need to hold a certain percentage of the map's spice fields like you already do with villages and sietches, to encourage people to fight over them directly.
That's why I mentioned spice is not infrastructure, and it makes sense that better infrastructure would enable someone to come take your spice.
I do like the game in its current state, and am definitely curious to see what direction Shiro takes it. My intent in the thread was mostly to explore the design space, and see what other people would similarly explore in the space, because I find that kind of thing to be fun.
I like this suggestion, and can see it having an effect on the game flow, in encouraging players to track at greater length who seems to be making a bid for those purple tiles. Maybe controlling a spice field in general could provide ticking progress toward enabling that charter, like controlling map points in the old DoW games. That way, someone who clamps down on nearby spice tiles in the early game might be accelerating the charter victory, too, and not just enabling their victory once they have enough of them.
Honestly I'm a little surprised allying with sietches is even considered a prerequisite for the governorship charter, since it seems like the Landsraad really don't care about them!
Spice is expensive. It's 620000 solaris for 10 grams, according to the book. You could buy a planet for a suitcase full of the stuff. And not just a rock either, but an idyllic planet with luxury resorts and a thriivng industry. It's not horribly far fetched to translate solaris to dollars. In today's dollar value, that 10g would be 4.8 million dollars.
No, you would not use it as a combat drug to make your soldiers better. Instead of doing that to ONE guy, you could hire another 100 troops. The idea just doesn't float.
But, would it work?
Hell yeah it would. Spice, taken over time, makes you stronger, faster, healthier, gives clarity of thought and vision, and prolong life. It's a super-drug. It is also a heavily addictive narcotic and would ensure the soldiers' loyalty. As long as you had spice to give them, at least. In larger doses, guild navigators can use it to enable them to fold space and move their 20km heighliners from one system to another. That's... quite a potent drug.
The Fremen don't eat it, by the way. Not intentionally. It's just that their environment is suffused by the stuff. Anyone living in unfiltered areas on Dune gain the eyes eventually - and while it's the noticeable part, that means a host of other physiological changes as well. (The Harkonnen were on Dune for a long time, but they protected themselves from the environment, living in air-conditioned palaces with plenty of water.).
Now, the Fremen are badasses. Partly just from living in a very harsh world. That's part of the theme of Dune anyway - that adversity breeds strength and capability. But part of it is also the spice. (Harkonnen, again, were the opposite - they enjoyed unlimited luxury).
Look at how it's reflected in the game - Fremen basic infantry has 600 health, while other's basic troops have 400. There's surprisingly little difference between Fremen warriors and Fedyakin - there should be more, I think, but still - they have serious regular troops.
I think that, a way to reflect this, would be to make veterancy a bigger thing. Troops that fight longer on dune, would be more exposed to spice, which would make them both more capable physically and mentally. Also, fresh troops would have a 'spice blur' effect, where they basically fight with a penalty from the narcotic effect.
This would be pronounced on factions that refuse to acclimatize on Dune. (Read: Harkonnen). But then, they have a lot of nasty tricks up their sleeves. They should have more.
Anyone that has dealt with pain medication knows that if you're on opiates constantly for a long time, they stop giving a debilitating 'high', but still reduce pain. (Withdrawal becomes worse though). Spice would be similar - early exposure would be debilitating, then it would be no real effect, then the physical enhancements start taking effect - shown by the Eyes of Ibad, making long-term troops quite a bit more capable.
This is supported somewhat by the descriptions in the book.
Note that the eyes of ibad is not just a visual effect. Your vision gets a blue filter, basically., so you SEE blue.
Okay, this makes a LOT of sense, I like this. This has my vote.