Potjeh wrote:How about that 80/80/80 going up against an 800/800/800? Ie, will there be a cap on stats, even if it takes infinite effort to reach it? If yes, how much grind would one need to invest into a character to go toe to toe with a character that's very close to this cap?
No hard cap on stats. 80 to all vs 800 to all is going to lose. There won't be a whole lot he can do about it. That being said, 800 to all is going to be more equivalent to a 100fold investment of time instead of the seemingly 10fold. Should somebody who has invested 100 hours to every 1 of yours be scared to walk into that fight? I don't think so. So that being said, get some friends, or get some stats. We have entertained various combat systems that may have % based damage application as a means to make this scenario a bit more possible. The better question is would somebody who invests the time to get to 800 to all be willing to drop scents on that character? That is a huge risk to lose something that would easily represent a year of his life.
Potjeh wrote:How will the game differentiate between breaking into a base and leveling a base? Virtually any structure can be used as a wall. And yeah, waste takes moderate grind investment, but it's orders of magnitude lower than the investment required to build a decent base. Trading a waste character for a whole base would be a pretty good deal for the attacker.
True, which is why wasting down the base to nothing won't stay in its current form. As with everything we do, we wish it to be possible, but the investment of time to be unrewarding in contract of how much time it would take. Structures being used as walls will need to be addressed in the same way tree walls were and will undoubtedly have its hurdles but I think we can overcome.
Potjeh wrote:As for the speed, I'm not referring to things you just need to wait a long time for (like timber piles), but can do other stuff while you wait. I'm talking about actions that you can't interrupt if you want them done, but which take excessive amount of time (such as making doughs or felling trees). Queuing actions sounds like a pretty good way to handle that, but you'll need to do a lot of work on the interface for that to work out. I might want to make five bear and deer meat pies, three deer and bear and four beaver and rabbit without juggling ingredients like crazy to exploit the current LIFO system for selecting ingredients.
I knew what you meant. And yes I like queuing actions.