Comments on Specific Development Forum Posts

I don’t know if these will be used for auto-evo in the future. They probably will increase auto-evo time.

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Which’d call for more optimization in return…

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So, I definitely had the thought when I found this β€œOh, we could also use this to calculate species diversity in ecosystems like it was meant for!” And then I realised right now we don’t actually have any design we would want to use that number for…

Simpson’s was quite useful in the organelle specialisation case, because it’s a 0-to-1 output, which can be easily multiplied with a β€œmax bonus size”. Looks like Shannon’s can go up to anything based on how many different species there are. It all depends on why we want this number and how we use it.

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I suppose it will be resolved wherever is shannon to be used within this year considering macro development is coming in the next one.

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hhyyrylainen:
The only way I’d ever personally accept this if we have a setting in the game where the player can select two options:

  • Keep immediate surroundings on generation change
  • Clear the world each time

Perhaps this could be put under β€œExperimental Settings” to get feedback from Players before putting it as a custom setting?

hhyyrylainen:

Okay, we are playing a different game then.

I only switch patches when I have to and once I find the one I’m looking for, I won’t switch patches again.

This makes me wonder how often Players do switch patches, because I play the same way hhyyrylainen does. Especially when playing as a Radiotroph or Thermotroph. Staying in the same patch, unless it is absolutely necessary to move, just seems to be the safest option.

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I play much more like Rathalos in this regard. Would we want to keep those two playstyles or eliminate one?

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It would be best to keep both playstyles.

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I agree, especially since some players might be generalist and move around the world while others might specialise in specific areas

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Plus, the migration feature allows moving of a Player’s population without needing the Player to move around too much.

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I think some may prefer to also move around themselves

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It would be possible, but I think given the team support behind it, it would make more sense to directly put it in the normal settings, since it would still be optional anyways.

To be clear: absolutely nobody is talking about removing a playstyle (That being staying in one patch or continuously migrating). We’re talking about changing one odd interaction between game mechanics and playstyle. (In how and when the game scene is reset)

If you ask me, if the proposed change is made, I will be more likely to stay in one patch than I am now.


As a side note: if we’re going to make this optional, we might as well make resetting the game scene when switching patches optional also. That isn’t really much more inaccurate than not resetting while staying in the same patch, and would eliminate the discrepancy in both options.

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I presume such a scene reset for staying setting would be a completely independent setting to be selected upon a run’s creation?

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Yes, that’s the idea!

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I suppose this will also apply to the later stages, as long as they have a similar system for keeping some familiarities after evolving and staying in the same area?

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Deus:
It should scale with difficulty if possible, unless other osmoregulation-related costs are good enough to cover this.

  • At Easy difficulty, this cost will be present and will limit rapid progression, but won’t necessarily make specialization and cell-adjacency absolutely determinant for success.
  • At Normal difficulty, adjacency and specialization become very important for properly balancing, especially towards the later part of the stage.
  • At Hard difficulty, adjacency and specialization are crucial from day one in the Multicellular Stage.

This sounds like a good idea. I hope the scaling rate will not be so punishing Players can still get to 20 cells needed for reaching Multicellular. I wonder how this Multicellular scaling rate will be fair when using Custom Difficulty Settings?

Rathalos:
We also have the modifier available that we’re applying to cells for the specialization bonus, so another option would be to have the size and specialization effects directly counteract each other.

This also sounds like a good idea, and I can immediately see something similar to this being maybe implemented back in Microbe.

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ngl this kind of sounds like the β€œharder = realisticier” again

Maybe a SA/Volume ratio mechanic would be better, depending on how it is impelmented? :person_shrugging:

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I don’t think this is really planned atm, only an optional thing

The problem with SA/V as the primary size problem is:

Can you tell me that the below algae is having surface area problems?

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This is probably why sa/v has really been moved back to the optional stash of features to be worked on
(+ Other reasons)

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