Hello, Pilots!
There has been a massive amount of information and a new gameplay scene released this week! Go try it out now if you have access!
📰News:
Technology Sharing In Guilds & Alliances
We learned some new information about how the Technology sharing will work.
In player squadrons, you will be able to have one "tech sharing slot" to share one tech from any member with all other squadron members.
The leader will be able to pick it.
Personally I don't really care for the Squadron system as I feel like they are just smaller Alliances and I don't see the point of them, however it will be nice for another Technology Sharing Slot.
In player guilds/alliances, you will have one "tech sharing slot" too, working about the same way (please read below), +1 slot if your guild/alliance is full of active members (15 members who logged in, for instance, in the last 2 months). This means some slots may be active while conditions are valid and removed after.
I did not expect an "active player mechanic" to be included in this game. I believe it will lead to anyone being inactive for 2 months or more being removed from an Alliance. Not necessarily a bad thing, as long as the requirement doesn't include having 15+ members in order to benefit in the first place.
Sharing a tech in a squadron will give the full benefit of it to all other squadron members.
Sharing a tech in an alliance will be only possible for techs above common rarity, and will share its effects with a lower rarity effect.
We will reveal more details once we get there.
I am not a fan of this. Even though an Alliance has more members, it is still only one slot. I don't think that the technology that is shared should be handicapped. I'm interested in hearing what the community thinks about this.
Research Challenge
If you have access to the Colonization Challenge, you now can play the Research Challenge! Go to your Colonization Pass and click this button:
What is available:
Colonization tutorial
Accessing citizen list
Making a new team
Adding members to a team (tutorial does not cover that, but it works)
Viewing technologies
Assigning a research project (though some QoL feedback is missing on that
🎁Giveaway:
This week, 3 different people have a chance of winning:
This card is great at combat and not much else. She would be decent in a combat-based deck.
🎉Previous Winners:
Congratulations @bfc4exode, @jhepong / @aajayspl01, and @cartel-exode, You have been sent Camouflaged Sniper # 129279add7576cfe320e64ef9cb4536b, # 8f224e76717e363fda7e022dd6a48334, and # 9bbf32f6c68a9e2c949e3d6a6850a6ba respectively.
My favorite comments came from:
@cartel-exode, # 01664ece6bb6194d73274948f77bec8c
This challenges keep getting more and more difficult. Now I must figure out something that Exode does not already do and that can potentially make it better (than it already is)?
Hmm...processing...
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Eureka!
So wildlife are already capturable. But what if after capturing and keeping them in the respective installation, you could tame them!
Taming them could prove difficult, requiring some skill/quests/research or all of the above. Upon taming the animal maybe an NFT can be minted or even after it's been tamed but reached a certain Happiness/Comfort threshold.
Then it is a permanent addition to your collection! Able to be deployed during evacuation either as a "guard dog" or small beast of burden (helping to load cargo/fuel). And of course having related useful skills during colonization gameplay. The "type" of animal or which skills it has will depend on how you train it and/or treat it once it is tamed.
Well? What do you think?
@jhepong / @aajayspl01, # 9dd9974c7b08e94cb28665f2c5c6f3bb
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.
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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.
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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.
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COLONISTS PRIORITIES
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This has been created to:
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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:
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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
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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
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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 =)
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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:
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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.
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Shifting schedules might be too much to think of, so I think we can just stick to this basic scheduling for now.
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Work Time
This is where all tasks in the priorities are done.
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Leisure Time
I'm not sure what our dev plans to control leisure, but these things below fall under this category:
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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.
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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.
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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.
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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 =)
@bfc4exode, # a50d59c05b9bc9546aab61bd61dedee8
While it seems only reasonable that a new colony must start with hunting and gathering available resources, the progression to Farming and Crafting seems very important to a conscious crew. I see capturing and taming animals I assume to maximize their numbers for food and also as helpers. I See cooking and discovery of indigenous plant species as well as discovery of new species, I wonder if Beta could introduce some basic farming that could evolve with the colony? A farming colony could produce extra food and sell it as a source of income.
I am very excited for the new phase of Alpha, I suppose I need to learn to build makeshift structures quickly before morale gets too out of hand.
Each of you have been sent a KARPER Heavy.
➡️How To Enter:
- Upvote this post
- Reblog this post
- Comment what you think of the Research Challenge so far, even if you aren't participating.
The winners will be chosen by random on Monday, September 19.
As usual, I will be tipping comments with #hivepizza!
I will also be giving a 'SurPRIZE' to my favorite comment(s).
EXODE is a real-time strategy space colonization game here on the Hive Blockchain. If you still have not bought your starter pack and signed up, use this Referral Code(c956af8) and you'll also receive 2 free Alpha Booster Packs with 5 NFT cards each and a free Epic Alpha Character. For more information and links, check out the developer's page, @elindos and this post by 🍉 [MELN] Head Scientist @proto26. Join the EXODE Discord Server!