wichita wrote:Mafia Salad wrote:wichita wrote:Resources Department is considering some changes to the roads that vehicles will have access to in the future. This change is being considered in the interest of realism and game balance to the travel and transport system.
Can we have a bit of reasoning behind how this improves realism and balance? I'd like to know what the RD wants to accomplish with this change.
The idea came from analyzing all of the vehicles, based on production cost, cargo capacity, passengers, speed, and road access and deciding what happens to the spectrum over the course of the game.
From a certain perspective, why would anyone ever build a bicycle? Just build a tandem and you get so much more improvement in cargo, speed, and passenger capability. Bike = worthless (from a certain perspective)
Who in their right mind would build a road motorcycle? It is the only vehicle in game that can not travel on a sand road, in a certain aspect it is easier to just build some of the cars. The road motorcycle is pointless (from a certain perspective).
So, granted, a lot of this came from overanalyzing the numbers and geeking out about metagaming. That is the world the Wiki has brought us into so we have to live with it. There were a lot of assenine decisions made in the past (like setting some sort of game advantage to certain vehicles becasue they can go more places than others) that we would like to see fixed in order to make a more mechanically colorful simulation. We want to decide which of these are going to be best for the game.
So after we f***ed up the food system, and added dung so poor people can eat, for better or worse, I guess we will decide to f*** this up too. We're just trying to help pull the game out of the doldroms as best we can. Everyone has the same weapons, everyone drives the same boats, everyone builds the same buildings, everyone makes the same bikes....it is monotonous, with a world of color in the build menu that isn't being explored.
But now I am rambling...
Bottom line is we felt this would add something to the game, but we recognized that this would be another huge change and I felt that it would be best to hear from you, the players, before we went through and had a poke at it. If I can organize any more thoughts more coherently, I will post them.
I for one agree with Bowser. I am tired of changing the rules in the middle of the game. But after looking at the database for a year, and trying to find someway to find some sort of simplicity out of the mess of a technology collection that I inherited...I am at a loss sometimes for how to tie up all the loose ends, put those planks to good use, and help get the game to a point where an advanced civilization can grow and thrive in this little game. It's hard work.
I am rambling again...need coffee....
I have to say... this is not the most inspiring line of reasoning I've ever come across. Let me paraphrase:
We want the game to be more diverse and colorful. We've been staring at the database for a year trying to figure out how to do that. We played with food and that didn't seem to have much effect, so now we're going to make some relatively arbitrary changes to vehicle utility and see if that, by some stroke of luck, might do what we want.
Now, I give props to all you Resource Dept. and ProgD and other staff. Design isn't easy and you all are pouring your hearts into it. But I think you need to take a look at your planning and design methodology. At the moment, it can be summed up in this sentence: "We don't know where we're going, so we're just going to run everywhere faster."
I design things for a living. Conceptual things. It's a maddening process. But there are tools that can help -- routines you can go through that help you see how to get where you want to go. Logic modelling is one such tool many people have heard of. You need to think of where you want to go -- your goal -- and then you work backwards, carefully and with tons of forethought, to what your first step is in getting there. Simplified, a logic model looks something like this:
Inputs > Activities > Outputs > Outcomes > Impact
Remember, it's Impact you're trying to achieve, so you work from right to left. These get broken down some more, but there's TONS of information on this stuff online. Here's an online example of a logic model where the desired impact is improved water quality:
http://www.uwex.edu/ces/pdande/evaluati ... uality.pdfAnyway, my point, and it's been a long time coming, is this: I would be excited and enthusiastic and suportive of this change if I could see the chain of reasoning behind it and thought it made sense. But the impression you give is very much that you're just dying to do something to make the game better, but you really don't know what to do, so let's just try this, and we're not too thrilled with it either, and we don't know if it will get us where we want to go, but -- let's go!
No thanks, although I applaud your intiiative and effort, I really do.
The Surly Cantrian wrote:To be honest, the reason I wanted this change was to encourage people to actually use road improvements beyond the sand road.
People have made a big deal in this thread about improving roads. I agree I'd like to see more of it. One of my chars has done a whole lot of it, another some. In each case it was done not to make travel more accessible to big vehicles, but rather, to increase ALL travel speeds between two locations, foot or vehicle, to increase trade or improve speedier access to a particular resource. So will making these vehicle changes really incentivize people to improve roads? It seems a better way to do that would be to make the necessary materials more accessible, or to make the benefits more tangible, or both.
Sorry for the long post.