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STOP CHEATING
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Heiko
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1
Dont buy subnautica 2
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StimJunky
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Где узнать информацию о дропе CS2
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N1CKLEGENDA
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Polish translation
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Vicek
No fórum "Forum Francophone"
19
Température rtx 4080 super asus tuf, conseils ?
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I just returned after couple of months and after 3 matches where i havent said anything in chat and performed well in my matches my behiavour score still went down significantly
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Player 2
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Cartel Update is Trash
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Husker_85
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5800x vs 5800x3D at 4K
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Perks and perk tree ideas
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Medu Salem
Escrito originalmente por Killrob:
- "Mutually exclusive skills": [...]
- Negative (side-)effects: [...]

Yea, if there are perks that are mutually exclusive they would really have to make sense within in their perspective. Similarly, it is with the negative side effects.

Otherwise, I agree an open-ended tree which is purely balanced by the amount of points you can spend and is positively rewarding is sure the best for the most of the tree. At least I also agree that I would also dislike having arbirtrary lock-outs or arbitrary negatives in there just for the sake of it. ^^

But currently as you say it is still conceptual, so anything still goes. I think in the end you will probably have so much ideas that you will have to cut down on some of them anyway to make it feasible and fun. xD

Escrito originalmente por Killrob:
- Engineering slots: I like the idea of unlocking additional slots for general ET time penalties, that would shift the way you'd play towards using more prototyping on the sidelines. You've brought up the softcap vs. hardcap debate across several posts, so let me address that. The hardcap nature of the slots comes from the major headaches that a softcap would cause: Let's say you have 2 slots already in engineering and now, you want to start a third one: what would then happen to the engineering of the already signed-off projects? They must be affected, but if they are, all scheduling gets ♥♥♥♥♥♥ if you want slowdowns (which make the most sense, along with cost increases). All connected factory timelines suffer the same fate. On top of that comes the UI messaging of all the effects this has. So far, I have not come up with a softcap solution that makes intuitive sense and works in these circumstances. The hardcap solution is really nice and simple, very easy to track for the player and in implementation / bugs, too. In playtesting, the hardcaps are unfamiliar at first, but make for interesting gameplay decisions. So far they seem to be working out and play well. Given some flexibility on how many slots you have via the perks, I think the hardcaps on the slots can work.

Escrito originalmente por Killrob:
what would then happen to the engineering of the already signed-off projects?

Yea, I did think about the soft-cap issues. I agree retro-actively changing design/factory times for already signed off projects is definitely not a trivial thing to present to people and probably a total mess people would likely complain about. So yea, maybe better not to do any of that and in that perspective hardcaps sure make sense because it circumvents such mess. ^^

The other way was basically suggesting perks with more slots which kinda felt like an easier/cheaper way out of the issue. but also at the same time like a... boring one. xD

Anyway, I think except for the early years with low HQ level and limited slots it will not be too huge of an issue for me because I rarely ever exceed 2-3 parallel car models in the same run (albeit engine prototyping I usually do more) because more would gets into an area where management is too much for my tastes. But there definitely are a couple people who take it to the next level with their lineups and who could have a slight issues with it. ^^


Another idea I had because of the fixed HQ staff & running costs... Do you think it would somehow feasable to partly dynamically scale total HQ staff (and thereby running costs) depending on the amount of active projects? Like in a way you need to hire more people if you take on more projects? And similarly lay off people if you are having less active projects? With a certain retention phase? But might also be a lot work to implement it such for questionable gain in gameplay. And sure, not all staff could be sliced, because there sure is a minimum overhead no matter what.
No fórum "Off Topic"
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Why are Country Girls Attracted to Rednecks?
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Adept
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