ASKA
Tank Aug 24, 2024 @ 2:05pm
Paging ThunderfulPaige & The Sad Snail, where I'd love ASKA to go!
Took a bit of a break from ASKA the last few weeks. Was thinking today about what would make it an actual challenge. It's honestly just way too easy. It got me thinking, what game was a fun challenge? While worlds apart in concept, ASKA shares some similarity with TradeWars / TW2002, no really hear me out! Early gamers spent many a night flying around the galaxy gathering resources to trade them somewhere else based on local economies. It was a challenge to amass wealth and bigger ships etc.

The game already has good bones in it's warehouse and market trading system, I'd love to really be challenged to develop a military protected functional island city-state, requiring a complex trading network between multiple villages. It would be a mini open-world TradeWars 2002! It would rock. Instead of amassing money, you amass citizens. It would be great to unlock even larger transportation vehicles than the cart.

yeah I know game developers have their own vision in mind, but can I just play a what if? What if:

We had a world-gen option for resource spawns and resource generation to be extremely clustered, distributed across the island with great distances between each other? Currently:

Resources are already like that.
1) Fishing, can obviously only be done along the coast, so we do currently build a very small fishing/boating village to produce fish and get it to the population
2) Iron, the mines are already secluded so we already either build right there or setup a basic road and market trade network to them

Resources that are close to that:
1) Hunting animals, while they are already at specific spawn areas, if they were less, smaller areas and farther from all other resources we would have to setup a hunting village
2) The harder wood also has it's own specific clusters but they are plentiful everywhere, if they would only spawn and of course regrow! at a few specific areas we would have to setup an advanced logging village(carpenter)

Resources that are not at all like that:
1) Farming, if creating a plot was only allowed on specific and limited terrain that would force us to seek out that landscape and setup a village to produce vegetables and rope
2) Regular wood/stone, no change there, needs to be everywhere so we can begin to build basic villages
3) foraging, wells, and jotuun, also no change needed they need to be everywhere to sustain beginning needs and call down local help, but the respawn of food should be greatly reduced so you have to rely on transitioning to your developed villages and their trade networks that create fish/meat/farms for late game population support

If there was just more space between all these resource types, we could be in charge of not just a single city builder, but a freaking Island Nation developer/manager with multiple villages, each with their own resource production specialty, and accompanying trade networks. In addition, big religious structures that already have a global effect would only be allowed to be constructed at special ritual sites like, well, a sort of Stonehenge/Mecca area. we would have to build a supporting village for the priests. Workers from the other villages could be programmed to take pilgrimages during specific parts of the year, making resource management more challenging when they stop working for a day or a few days.

in summary, I want the management challenge to be more than just a single do-it-all self sustaining village. Too hard? Maybe. But as it is now, I can finish the game before 1 in-game year / the end winter due to the fact that a single village can easily get every kind of resource.
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CptVodka Aug 25, 2024 @ 12:08am 
While i agree that it's too easy in the current state, i don't agree about multiple villages. I think the majority of players (me included) would just feel that it's a hassle.
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Date Posted: Aug 24, 2024 @ 2:05pm
Posts: 1