๐Ÿ‰ [MELN] Weekly EXODE Wrap-Up #54

in 1UP โ€ข 2 years ago

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!

๐Ÿ“ฐNews:

Technology Sharing In Guilds & Alliances

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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.

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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:

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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

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๐ŸŽGiveaway:

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

1x Syndicate Squad Leader

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This card is great at combat and not much else. She would be decent in a combat-based deck.

๐ŸŽ‰Previous Winners:

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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...
...
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.
...
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.
26uUsAjKTsXCDw7zixZR182JbFKvgzJ9YwsFpTVcRaGCmsqhA1unTgpqoSybBkGB79wfpRxxQ9qqTR1HTy6dyiuVghv9zAnPFrWpdCUjvMWiYefZPMy8CBjs9n41NrSgFxfz5sXJBLaYw9bZWEb6CiT6bbJ8e4fWQrxwst.png
For example:
...
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
...
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.
26uUsAjKTsXCDw7zixZR182JbFKvgzJ9YwsFpTVcRaGCmsqhA1unTgpqoSybBkGB79wfpRxxQBp8bWgqbHtGcPb5QqmhRemAPfBMXN1Lc1vsTS5aGGvCPqddj5mruy96ABBsvvhnK3ZfEyYqy2P5y6rwASL9BwrUu1BNEr.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 =)

@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.

โžก๏ธHow To Enter:

  1. Upvote this post
  2. Reblog this post
  3. 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 ๐Ÿ‰ [MELN] Head Scientist @proto26. Join the EXODE Discord Server!

Sort: ย 
ย 2 years agoย (edited)ย 

@birdbeaksd Thank you very much for the updates, community engagement and the chance to participate in the weekly giveaways!

I have very much enjoyed brousing through the Research Challenge, It seems likely my inital team will need to focus on building temporary structures "makeshift tent" because I have no structures in tow(I only had starter cards for my inital launch). I can hardly wait for multiple teams to be supported so that I can work on more than one thing at once. I assume we will need to assign folks to rergular chores other than research soon and then the trade offs between survival and research will start to be more obvious, with what is opened up now it looks like there are many positive itterations for this version of Alpha.

Sharing Tech seems interesting I hope that enough care is taken that the development and use of tech will not overly favor large players while still rewarding their early and larger "investments".

I do not consider this an investment for me I want to enjoy playing and watching the game mature, while learning how the blockchain games work and impact the gameplay. Things sure have changed since the early tribal wars days of massive online games.

!hivebits

Posted using 1UP - Play2Earn & NFTs

Happy to help.

I feel that technology sharing will most impact Alliances and Squadrons more than large players. We will have to see.

!PIZZA

I think the new released infos really change the way I see the game. And most of it I like it. However I hope it does not get lost in too much details as there is still so much to clarify/define and opening another working site does not help in this matter ;) !PIZZA !PGM

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I'm sure elindos will streamline the game further. I don't know if you were around for the original version of the EXODE website but it was very confusing for new players.

!PIZZA

The latest release has me feeling as the whole game has so far... I like the scope of it, but it is all sorts of raw. I will certainly be sticking with it as it develops, but so far this release is flashing the potential but remains a work in progress.

I look forward to seeing the UI cleaned enough and the team work to begin!

Fair enough. I agree that the UI should be streamlined before Beta but I would rather have new features at the moment.

!PIZZA

I really like what I see. The UI needs some refinement, which is being worked on with a good response time to bugs reported. The fact that one person is producing the code for this is impressive. I feel that once the initial UI issues are resolved and the clock begins to tick, we are going to have some fun.

I looked over my the crew I have and always thought I had no weapons. It turns out that in my ships locker there are 3 full sets of armor and 3 weapons. I chose to check my ship out for current status as my project. As I thought I would do something that my crew would live through, cause I had no weapons. Now I might have chose different.

Being in the software development line of work myself, we got exactly what I expected in this release. Not perfect but good enough to get some players onboard to kick it around. There is nothing like having actual users in testing, as they do things that Dev and Dev testing might not think of or have access to. ie. 100 different screen resolutions and 5 different browsers ..

๐Ÿ‘๐Ÿ‘

I am happy with the progress as well, and very glad to see the community report issues in the Discord Server. I definitely think it has helped speed up development!

!PIZZA

I'm so excited for the Research phase to mature in development! So far, I've set Eliza as the leader of the team studying the planet Casrarene. Dan Homan the Research Officer and Patricia G, the famous Lab Scientist whom @elindos has personally met with, are her subordinates. I'm anticipating what team I should create next... I wish I could have seen which team members had better stats for the research project before committing them. I picked what I thought to be best candidates, leaving 2 others on the waiting list. It will be interesting to see this team progress. The 5 of them also all live together happily.

I was unable to assign teams to a project the first time I played, so I have no progress as of right now. Counting on you to provide us with the best ๐Ÿ‰ [MELN] technology the universe has to offer!

!PIZZA

I am happily testing out the new update! The near daily improvements are really making it take shape! Now that we can test roles, I'm seeing that my military deck in play is not really that skilled at researching! The few non trigger-happy specialists that were able to tag along are just a surgeon and an engineer (and of course the pilot, which I'm saving since she appears to be a jack of all trades). I can't wait until we can make additional teams!

My team is also not good at this. I did not realize just how much of a difference 'Elite' cards made. I brought a single Elite Syndicate Hacker and he is the best in every role, even roles that I brought other people to fill. Will definitely need to bring more Elites along next time.

!PIZZA

ย 2 years agoย (edited)ย 

Hey guys, my friend sckoarn invited me to try this game and im liking it sofar. Ive run through the evacuate a bunch of times, trying each origin.
With the latest update im starting to see how the game can have many faucets. My 1st completed evac was military, since the hardest part was killing people and not dying while u packed up to launch. But now i wish i had my science setup to better deal with things on the planet. Ive put together a group and started the research on fixing the ship, will see how that goes.

Nice! @sckoarn is a member of ๐Ÿ‰ [MELN], the Alliance that writes these giveaways/newspapers. Awesome to see you got that far!

We give away cards every week, be sure to participate for a chance to win some!

!PIZZA

ย 2 years agoย (edited)ย 

PIZZA!

PIZZA Holders sent $PIZZA tips in this post's comments:
birdbeaksd tipped tinyputerboy (x1)
birdbeaksd tipped bfc4exode (x1)
birdbeaksd tipped proto26 (x1)
birdbeaksd tipped cartel-exode (x1)
birdbeaksd tipped jdike (x1)
jdike tipped birdbeaksd (x1)
@birdbeaksd(7/20) tipped @wolfling7 (x1)
birdbeaksd tipped sckoarn (x1)

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