Richard:
Engineering...
uses a lot of diverse things, but there are also many approaches, and a "mindset" that all the engineering fields Do have in common. Anyway, my recommendation is to use engineering as a basic "technology". Doing it this way just feels better to me than the way you have it. That said, do it whichever way you want, and I'll work with it.
Agriculture/Farming...
you are right, these are redundant. The reason I put them in that way is my personal picture that all the things that have real quantifiable "area" effects for the player should show up on level 3. Perhaps we should just lose Agriculture as a level 2 Tech. The problem with splitting it into more specific skills, is that if we have five things for agriculture on level 3,then I would need 50 to do the whole economic model, which is way too many. That's also why I made Improved Crops an application, because otherwise we will quickly overload the space in level 3 IMO. You guys are in charge, but I am with Axi, if there is too much stuff the player needs to deal with than the game will become a nightmare. Anyway, one of the reasons I took this on is so I could use the economic area as a guinea pig for how the technology model structure actually works.
Every level 3 needs an application...
you are right , I somehow got into that bad habit! You are right that Herding and other level 3 things do not need further elaboration in level 4.
The main message I get from your post, is that you picture an awful lot of things being in level 3. Obviously we have a different perspective on the game function of level 3, or at least the gameplay consequences of having 200 + things in level 3. I think something like 100 is the Absolute Maximum of things that we can have the player be expected to deal with. It's probably already too many... I'm just trying to picture an interface that allows you to deal with more than 100 discrete things, and having real trouble seeing how it can work without having multiple layers of stuff for the player to burrow through. A number like 100,already requires at least a too-level menu system, with the first level containing to attend major areas, and the second level allowing these ten major areas to split down the into 10 subdivisions. I think we need to reserve level 3, or Some subset of the model, to allow the player reasonably fine control over the general areas that are important. And like Axi said, these should be things that have a substantial effect on the models, or they are pointless clutter.
So, for instance, the reason I just want a single Farming technology at level 3 is so that when the player wants more food from the land they can just dump money and resources into it. The player shouldn't need to worry as to whether what is needed is better irrigation techniques, improved crop species, or better farm implements. Right now we already have three level 3 things pertaining to food production: Farming, Fishing, and Herding. I think that is his much detail as we can spare out of a potential maximum of 100 technologies. I would be significantly happier if we could get it down to 50!
If you and LGJ could please respond on this vitally important issue (to me anyway) as soon as possible I would appreciate it. If you have an alternative view of the interface, and how the player is actually supposed to wade through the enormous amount of detail you want to throw at them, then I would like to hear it stated explicitly. I agree that for the people that are really into the details, there is the level 4 stuff that they can romp around in. They are by definition willing to wade through some more menus to get the ultimate in fine control. I'm talking about what the average player who just wants some broad management of technology, with an occasional specific tweak, should do.
Engineering...
uses a lot of diverse things, but there are also many approaches, and a "mindset" that all the engineering fields Do have in common. Anyway, my recommendation is to use engineering as a basic "technology". Doing it this way just feels better to me than the way you have it. That said, do it whichever way you want, and I'll work with it.
Agriculture/Farming...
you are right, these are redundant. The reason I put them in that way is my personal picture that all the things that have real quantifiable "area" effects for the player should show up on level 3. Perhaps we should just lose Agriculture as a level 2 Tech. The problem with splitting it into more specific skills, is that if we have five things for agriculture on level 3,then I would need 50 to do the whole economic model, which is way too many. That's also why I made Improved Crops an application, because otherwise we will quickly overload the space in level 3 IMO. You guys are in charge, but I am with Axi, if there is too much stuff the player needs to deal with than the game will become a nightmare. Anyway, one of the reasons I took this on is so I could use the economic area as a guinea pig for how the technology model structure actually works.
Every level 3 needs an application...
you are right , I somehow got into that bad habit! You are right that Herding and other level 3 things do not need further elaboration in level 4.
The main message I get from your post, is that you picture an awful lot of things being in level 3. Obviously we have a different perspective on the game function of level 3, or at least the gameplay consequences of having 200 + things in level 3. I think something like 100 is the Absolute Maximum of things that we can have the player be expected to deal with. It's probably already too many... I'm just trying to picture an interface that allows you to deal with more than 100 discrete things, and having real trouble seeing how it can work without having multiple layers of stuff for the player to burrow through. A number like 100,already requires at least a too-level menu system, with the first level containing to attend major areas, and the second level allowing these ten major areas to split down the into 10 subdivisions. I think we need to reserve level 3, or Some subset of the model, to allow the player reasonably fine control over the general areas that are important. And like Axi said, these should be things that have a substantial effect on the models, or they are pointless clutter.
So, for instance, the reason I just want a single Farming technology at level 3 is so that when the player wants more food from the land they can just dump money and resources into it. The player shouldn't need to worry as to whether what is needed is better irrigation techniques, improved crop species, or better farm implements. Right now we already have three level 3 things pertaining to food production: Farming, Fishing, and Herding. I think that is his much detail as we can spare out of a potential maximum of 100 technologies. I would be significantly happier if we could get it down to 50!
If you and LGJ could please respond on this vitally important issue (to me anyway) as soon as possible I would appreciate it. If you have an alternative view of the interface, and how the player is actually supposed to wade through the enormous amount of detail you want to throw at them, then I would like to hear it stated explicitly. I agree that for the people that are really into the details, there is the level 4 stuff that they can romp around in. They are by definition willing to wade through some more menus to get the ultimate in fine control. I'm talking about what the average player who just wants some broad management of technology, with an occasional specific tweak, should do.
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