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a multiplayer game of parenting and civilization building

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#1 2019-05-20 05:23:41

lychee
Member
Registered: 2019-05-08
Posts: 328

Idea: Generation Bosses

Currently, the late game in OHOL (after diesel) is really quite boring. To keep the late game interesting, I'd like to suggest that certain generation numbers have a chance to spawn a random catastrophic event.

For instance, these generation numbers might be associated with a "boss event":

- Generation 25
- Generation 50
- Generation 75
- Generation 100
- And so on...

The "boss event" would spawn with the first birth in a lineage on that generation, and it would be area-locked. Each town/area should only experience one generation boss event for a given era.

The contents of the boss events are really up to creative interpretation, but in general they should get harder at higher generation numbers. I'll give some random suggestions (although the events could be anything). Personally, I have a sense of humor so I like silly things -- but they could be as serious or ridiculous as you'd like. They would also be good ways to incentivize/push players to work on higher tier technology.


Generation 25 Boss Events: (Equal random chance to choose any of the below)

Penguin Apocalypse: Hundreds of penguins appear in village and eat up any food that is not stored indoors.

Berry Disease: Domestic berry bushes become diseased and 75% of them will die off.

Monsoon Season: Add a raining animation, and everything made out of adobe will have a chance to dissolve. Notably impacts oven base sheep pens.

Wildfire: Spawns a few fires (can spread to adjacent tiles) on any wooden structure -- notably property fences and wooden flooring.


Generation 50 Boss Events: (Random chance to choose any of the below)

Wolf attack!: A pack of wolves invade the village -- maybe 6-8 wolves?

Mechanical failure: Monkeys will appear and run around -- if they fiddle with a newcomen engine, it will fail.

Snowmen!: A group of yeti's will appear, causing the temperature to drop to frigid levels -- the base insulation value of clothes is insufficient, so you better go indoors!

Well failure: The central well in a village explodes, taking the diesel engine with it.

Oil fire: The oil rig catches on fire and the tarry spot is destroyed.

Mating season: Sheep get aggressive and won't let anyone approach them.


Generation 100 Boss Events: (Equal random chance to choose any of the below)

Dragon!!!!: I got tired of coming up with ideas, but let's just say a dragon comes and destroys everything unless you blow it up with TNT and other explosives. IDK. This tech doesn't exist yet.

Last edited by lychee (2019-05-20 05:24:04)

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#2 2019-05-20 07:34:21

Grim_Arbiter
Member
Registered: 2018-12-30
Posts: 943

Re: Idea: Generation Bosses

lychee wrote:

Currently, the late game in OHOL (after diesel) is really quite boring. To keep the late game interesting, I'd like to suggest that certain generation numbers have a chance to spawn a random catastrophic event.

For instance, these generation numbers might be associated with a "boss event":

- Generation 25
- Generation 50
- Generation 75
- Generation 100
- And so on...


Says you. If you think after diesel is boring then you are playing too much..

There is a reason we've only had one family in the past 4 months (maybe longer?) go over 100 gens. It's damn near impossible.

Its location and luck with generation length. The average line lasts 10 gens if your being nice and mainly count the ones that probably try to make it.

You put in some kind of environmental hunting at gen 25, and you've just probably more than halved the chance of anyone ever making it to 50. Good bye 100 gen.

Maybe at the end game for this game, but I cant see it soon.


--Grim
I'm flying high. But the worst is never first, and there's a person that'll set you straight. Cancelling the force within my brain. For flying high. The simulator has been disengaged.

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#3 2019-05-20 09:03:25

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Idea: Generation Bosses

I don't really think late game needs gimmicks so much as it needs a bit of tweaking. The water update made diesel engines required which is a good thing but at the rate you need it means what I would call mid-game (anything after the tool set is completed but before oil/diesel) has a short lived period. Since pumps can randomly go out it's important to rush diesel and after that you're coasting until the end of time.

Buildings need to matter: This of course is getting looked at by Jason this week but I cannot stress enough that neutral biome buildings need to actually do something. Doesn't it feel weird in a civilization building game that buildings are 9/10 times a hinder to town? I don't think as of the moment we need to go full personal house mode like s15 had or OCS but they shouldn't hurt your village to build like the do currently. It just seems weird Jason wants us to put walls around a city but not walls around our bakery or nursery.

We need the tools to clean: There is so much stuff in this game that I would die for to go in a trash pit or just decay. Onions, peppers, tomatoes. Toss all that stuff in the trash. The property fences should honestly fall over into the default state of "proposed property fence." Why? So the dumb things auto-decay instead of leaving a giant ass mess whenever someone wants to put up a random fenced area. Ketchup, sugar, salsa, carnitas, and other annoying bowl items should be dumpable in a trash pit along with any of the diced variants of peppers/onions/tomatoes. How are players supposed to make a nice looking town if they have to make a junkyard the size of the graveyard?

Cost of doing aesthetic stuff needs to be reasonable: Stuff like painting a house is absolutely ridiculous which is a shame since colored house are really nice looking. Planting a big rose garden either requires hunting down tons of roses or two minutes each time to double the amount of bushes (one to two, two to four, etc.) Cut stone floors while nice have the same price requirement as walls and it's hard to justify using them at all because of that.

Basically, late game should be more about making something nice that people can remember instead of just being early and mid game without the water problem.


fug it’s Tarr.

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#4 2019-05-20 09:44:27

Dodge
Member
Registered: 2018-08-27
Posts: 2,467

Re: Idea: Generation Bosses

Imo late game "boss" should be dealing with limited ressources on a finite map.

Right now map is still "infinite" which means the ressources are infinite too, but most of all everything you do still ends up getting lost, so making big roads connecting towns for example is pointless.

Il try to make a map of the different births recently, it should be better now that the changes have been done, but it probably still moves to infinity just a little slower.

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#5 2019-05-20 11:13:41

Guppy
Member
Registered: 2019-03-14
Posts: 202

Re: Idea: Generation Bosses

We already have catastrophic events spawning every couple of generations. theyre called griefers and invaders

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#6 2019-05-20 19:20:18

Peaches
Member
Registered: 2019-04-04
Posts: 62

Re: Idea: Generation Bosses

These would kill most villages with the very first one, let alone any of the others.


The Frank to your Cleopatra

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#7 2019-05-20 20:00:35

lychee
Member
Registered: 2019-05-08
Posts: 328

Re: Idea: Generation Bosses

Dodge wrote:

Imo late game "boss" should be dealing with limited ressources on a finite map.

Right now map is still "infinite" which means the ressources are infinite too, but most of all everything you do still ends up getting lost, so making big roads connecting towns for example is pointless.

Il try to make a map of the different births recently, it should be better now that the changes have been done, but it probably still moves to infinity just a little slower.

The problem with the finite map resource war late game idea is that it pushes any eve play out of the game. As a “dominant civilization” spreads out, it consumes smaller towns and makes any small villages/eve unplayable, as the superpower town(s) would presumably strip the entire finite map of iron.

The entire island map would essentially progress at the same technology rate. In June, there might be a bunch of primitive villages. By August, provided no server wipe occurs, every village must be diesel tech or higher and wildnerness eve play is impossible, as iron would be >90% depleted.

There wouldn’t be any means to play early gen on that server anymore. All games would be late gen, with the primary struggle being scavenging/canabalizing smaller villages for their iron. (And I personally wouldn’t like that kind of game).

Last edited by lychee (2019-05-20 20:02:18)

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