Strategy, Survival, and Base Management are really my favorite genres when it comes to games. And I love that Exode has all of them in one. Especially with the coming updates, I can start seeing the aspects I like. And so, I want to contribute to the game.
I'm not sure how much micromanaging will be involved in this game.
And two things I want to share that I think are essential for Colony Management is the proper utilization of time, tasks, and the people in the colony. Of course, a good colony manager will maximize each of these aspects and would not want idle colonists doing anything unproductive with their time.
Now I've been playing this game called, Oxygen Not Included, and had immersed a vast amount of time here. It's also a space and colony management simulator that is extremely detailed. One important feature they have is what they called, PRIORITIES.
COLONISTS PRIORITIES
This has been created to:
- automate colonists to do their job or tasks on their own
- minimize idle colonists by allowing continuous chores or tasks in an order of priority
- giving colonists more than one role to fill the gaps of other roles, which is very essential for starting colonies that have a limited population
Check this image below.
For example:
1) A Colonist I named as CHEF/FARMER:
- this colonist's highest priority is to cook food whenever there are supplies available
- if there is no more food to cook, his next priority is to tend the farm or ranch
- if suddenly food supplies arrived, once he finished his current cycle of farming, he would go back immediately to cooking
- and if there's nothing to cook, farm or ranch I gave him a much lower priority to do the cleaning
2) A Colonist I name as BUILDER/CRAFTER/RESEARCHER:
- this colonist's main priority is to construct anything that I manually placed on the colony
- he would continue constructing until there are no more construction supplies available to finish the construction
- if that happens, I already set him the next priority to do crafting
- he will continuously craft items until such time that construction supplies arrive and he can switch back to finish the pending construction
- if he is unable to construct or craft, I also gave him the next priority to do research
I hope you understand what I'm trying to show here =)
COLONISTS SCHEDULE
Now you might say, how about the other stuff in the colony like Leisure. So here comes another feature, Schedule, the 24-hour cycle divided into hours. This aspect of the game is yet another means to automate characters to do things continuously on their own.
Check this image below.
From here we can modify and divide the 24-hour cycle into 3 main parts:
- work time
- leisure time
- rest time
We can adjust how many hours a colonist should work, should do their leisure, and how much sleep they should get.
Shifting schedules might be too much to think of, so I think we can just stick to this basic scheduling for now.
Work Time
This is where all tasks in the priorities are done.
Leisure Time
I'm not sure what our dev plans to control leisure, but these things below fall under this category:
- Healing (when you are in the infirmary)
- Eating
- Leisure activity - Solo
- Leisure activity - Social
- Leisure activity - Romantic
- Dispute
Rest Time
I have it separated since I thought this is the essential sleep cycle for everyone. Even Robots have to recharge once in a while.
What about FIELD WORK?
I'm also not sure how our dev will handle this, but I think this part here requires manually being started or controlled by the player.
So to start any of this Field Work, the player should select the colonists to deploy for either Hunting, Scouting, Escorting, or Collecting.
Then they will just come back to the base after a set amount of time accordingly.
.
There are still a lot of ideas I can share to Exode, but these things are good for BETA for now.
English is not my native language, thank you for your understanding =)
my game account is
@aajayspl01
RE: 🍉 [MELN] Weekly EXODE Wrap-Up #53