🍉 [MELN] Weekly EXODE Wrap-Up #53

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Hello, Pilots!

I'd like to welcome @jhepong / @aajayspl01 to EXODE! I hope you enjoy your time with us.

The September 9 update ETA is rapidly approaching, so hopefully next week I will have something exciting to share with you!

📰News:

Colonial Activities

@elindos:

Let's give another overview of colonial activities !
Citizens will get experience in different fields, except Leisure which does not get experience.
Release on September 9th focuses on team and research, as introduced weeks ago.
But individual characters also receive progression on these activities when included in teams which perform such duty, or when doing that individually!

The categories are as follows:

LEISURE AND SOCIAL
Resting
Healing (when you are in the infirmary)
Eating
Leisure activity - Solo
Leisure activity - Social
Leisure activity - Romantic
Dispute

FIELD
Hunting
Scouting
Escorting
Collecting
...

LAB
Researching
Designing
Inventing (ie. making a new chemical solution)
Analyzing (ie. analyzing something you gained from an Away Team)

PRODUCTION
Deploying Prefab
Cooking
Constructing
Producing (ie making components)
Fixing

COLONY SERVICE
Administrating
Reporting (making a colony report)
Investigating (ie. investigating a specific character)
Animating (ie. proposing and organizing colony leisure activities)
Tutoring (ie. being a teacher to a child or an instructor for citizens)
Guard Duty
Doctor Duty
Nurse Duty
Clerk Duty

🎁Giveaway:

This week, 3 different people have a chance of winning:

1x Camouflaged Sniper

exode_card_079_SyndicateYakuzaSniper.png

This card will be an absolute beast on your planet. I bet he will be an amazing guard both for your Away Teams and your colony itself, especially if you have walls. He has the "Locked Actions" keyword, which means that he can only do specific things, but you knew that by his name. He's got the standard combat keywords of Warfare, Shooting, and Cover. He is the first card to have specific actions listed, those being Hide and Snipe. We don't know what those do yet, but I assume he can blend in or go invisible or something and shoot from far away. He also has Bound Items of an X-77 Rifle and Camouflage. We do not have stats on either of these yet, but I assume the X-77 will be extremely powerful and long-range, and Camouflage will make him much harder to detect.

🎉Previous Winners:

Screenshot 2022-09-05 112408.png

Screenshot 2022-09-05 112347.png

Screenshot 2022-09-05 112325.png

Congratulations @kurogan, @amaillo, and @cartel-exode You have been sent Programmed Transactor # c81498d8ac49037493b73c87a802a5a7, # b53ce68fbce1e5129d2d43d881cc05ca, and # b47da30af393c8eb7703aa44108328c7 respectively.

My favorite comment came from @blitzzzz:

I noticed that the player market just shows the lowest price. Which is completely fine because obviously everyone wants to buy the cheapest.
However, I think some tools can be added that'll make it better for players in general.
For example, how about a historical graph for said card that a player is interested in?
Historical price, average price, price of the card sold in the past week/month/year? Quantity of a particular card sold in a certain timeframe?
All these information would be very helpful especially to new players who aren't familiar with the value of cards. A player who got a really bad deal because of his/her "newbieness" could very well end up a player lost forever. I know I would be pretty disgusted if I were to be "tricked" in such a way. One would say it's a free market and caveat emptor, but a game trying to grow would be better served with a less predatory system.

You have been sent GOOD MORNING # ab462ad432b5f3b21fa2fad4840330b7

@elindos the most common suggestion was for features that @tyrnis' bot provides.

➡️How To Enter:

  1. Upvote this post
  2. Reblog this post
  3. Comment a feature that you believe would significantly improve EXODE that could be implemented during Beta.

The winners will be chosen by random on Monday, September 12.

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!



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18 comments
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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...
...
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?

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Wow, I love this idea! Especially being able to trade tamed wildlife!

@elindos please consider this suggestion.

🍉 [MELN] technology hard at work.

!PIZZA

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(Edited)

Hello @cartel-exode !

In the good news, taming animals is exactly what we had in our EXODE vision for colonization. The colony screen deployed a few months shows our early access for it.

The 'Galactic Ranch' access displayed in the previous month will show how many wildlife you have captured.

It may be some time until we get to the entire range of features on it, but most of what you said is in our plans :) thank you for contributing your interest in this!

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(Edited)

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The front end needs more presentation to the user. Specifically deck creation. Sorry to harp on this point but, building decks will be very key to your game outcome. Making it so equipping your crew is easier and you can pick exactly which card is selected.

Something like, you select a crew and it opens up a tree view of all the slots that can be equipped. Then enable the player to drag and drop their cards onto the tree slots. This would greatly assist new players, as there is more visualization of crew and equipment.

Selection of cards could be done via list box kind of selection list. Once a card is selected, if there more than one, a list of the cards shows, enabling the player to select a specific card. It would be nice if the upgrade levels of upgraded items could show as well, as some items are not at the same upgrade level.

Other than that, I was going to suggest Pets!! Extra fun level :)

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I agree with the deck creation QoL improvement.

Pets could be cool! Probably a part of tamed wildlife. Maybe pets could provide buffs in some way.

!PIZZA

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I see pets serving two purposes. One mental health, they give you something to take care of and care for. This helps with your mental state.

Two, as guards and hunters / attack creatures. Having a nice pack of dogs following you as you explore will be an advantage, they hear and smell better than humans. Of course I use a Dog as an example.

Pets that are smart and willing to be with you would also be good. A creature that knows the world you are on, might alert you to dangers you do not know about.

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Thanks for the updates and giveaways. And for my entry this week...

I am going to touch on the idea of making things more clear to the player as well. I will go back to the evacuation, here. I could have easily missed something, but for me the experience was constantly jumping from screen to screen (locations) and checking how much time was left before I could issue new orders. I would like to see the things consolidated, or simplified.

A single command queue display with all current actions listed in time to completion order would do the trick. Even the ability to scroll back through the information log would help greatly, then I could see the "team member completed X" messages that were often lost too quickly to read. Maybe one or both of these already exists, but if so it wasn't clear to me that they did or how I could activate them. So that would need to be clearer.

But generally speaking, the game has grand plans for having a very broad scope. So, managing the complexity is always going to be key, and the more intuitive the user experience is, the easier it will be to manage the complexity.

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Streamlined complexity is often the best design. I have not played evacuation in a while, but I remember having issues with the same stuff you did. I would leave people doing nothing because I had not noticed that they were done with their task.

!PIZZA

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I hear you, but what's old is new again if we get multi-gaming and have to do a new evac. Or when we are all dead, whichever.

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I agree with one or two of the other comments. I would wish for a more user-friendly updated overall userinterface. not just the ingame part :)
I mean it is not like it is not working, nor is it totally bad. But only not very intuitive.

!PIZZA !PGM

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(Edited)

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.

image.png

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.

image.png

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

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Wow this was super in depth! I like the idea of giving priorities to Colonists so that they can do other stuff if their main task is impossible at the moment. Great job including examples from other games!

@elindos I think this suggestion is worth reading over.

!PIZZA

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(Edited)

While it seems only reasonable that a new colony must start with hunting and gathering avaliable resources, the progression to Farming and Crafting seems very important to a concious 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 indegiounes plant species as well as discovery of new spieces, 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 supose I need to learn to build makeshift structures quickly before morale gets too out of hand.

!hivebits
!LUV
!BEER

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Posted using 1UP - Play2Earn & NFTs

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I would love to see farming included! Such a simple thing that I had not even thought of! There are so many ways farming could mesh with the other stuff EXODE has to offer. Very good suggestion.

!PIZZA

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