Cold Fusion and Patent Functionality Control
Published on Sunday, February 15, 2015 By bigheadzach In Offworld Feedback
The Patent Lab contains one of the aspects of the game where the rules of play are significantly changed for an individual player. That being said, it brings up some good questions, the answers to which might be in terms of intended game design, or possible revisions...
- Energy Vault: Can store up to 100 units of Power (which starts full). Should the player be able to sell from / buy to their stockpile?
- Water Engine: Units use Water instead of Fuel. Does your colony revert to normal power generation / Fuel use per tick, should water not cover the difference? Could this be something that is toggleable or perhaps automatic?
- Carbon Scrubbing: Buildings which require Carbon harvest it from the atmosphere. If the atmosphere of Mars is mostly (95.3%) carbon dioxide, should the scrubbing patent also provide a steady oxygen supply?
- Slant Drilling: Buildings can access best resource deposit in adjacent tile. How does the game calculate which adjacent deposit is "best"?
- Cold Fusion: Buildings use Water instead of Power. Does your colony revert to normal power generation per tick, should water not cover the difference? Could this be something that is toggleable or perhaps automatic?
- Teleportation: All buildings and HQs are considered connected. For the purposes of resource transportation only? Does it apply to sabotage somehow?
The Water Engine / Cold Fusion question is something that occurred in a game this afternoon where a player deliberately bought patents at auction to deny them to another player who would benefit more effectively from them. I had not considered "patent trolling" to be a strategy, but there you go!
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