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a multiplayer game of parenting and civilization building

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#1 2018-11-27 19:43:21

Gederian
Member
Registered: 2018-03-28
Posts: 164

The Case For Giant Biomes

What if biomes were so large that moving across one to get resources from another was no small task?

- Every biome would be survivable using local resources, just like in real life.

- Establishing trade routes would be critical to reach the top of the tech tree in any town.

- You would need to adapt based on the biome instead of just repeating the same strategies.

- Every town would be unique with it's own limitations, benefits, and characteristics.

- To avoid all biome intersection towns, edges could contain less resources than the center so there is a trade off.

Maybe you hate it, maybe you love it, maybe you don't care but what do you think? What bullet points would you add?

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#2 2018-11-27 19:53:44

Floofy
Member
Registered: 2018-11-16
Posts: 183

Re: The Case For Giant Biomes

Its interesting but jason is right that it might be an issue balancing all 6 biomes. Even if he does balance it right, people will have preferences and might suicide until they reach desired biome. It also might take A LOT of rebalancing. I also feel like things like jungle only might be rather dull gameplay.

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#3 2018-11-27 20:39:58

Three
Member
Registered: 2018-07-30
Posts: 48

Re: The Case For Giant Biomes

The whole thing was that every biome would have its own tech tree so it wouldnt just gwt boring searching for the promised lands and making the same base over nad iver, which i think would be a great addition and that would get more players returning for thwir own new expirience.

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#4 2018-11-27 21:13:35

SirCaio
Member
Registered: 2018-04-01
Posts: 119

Re: The Case For Giant Biomes

All of these would be a dream come true, but I'm afraid it's not going to happen

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#5 2018-11-27 21:31:43

Ellesanna
Member
Registered: 2018-07-20
Posts: 95

Re: The Case For Giant Biomes

Having the biomes instead act like different regions of the world would be fantastic! This would lead to potential trading and different cultures forming big_smile especially if rivers/oceans/lakes with boats become a thing.

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#6 2018-11-28 02:06:29

Truth
Member
Registered: 2018-11-16
Posts: 10

Re: The Case For Giant Biomes

The game just isn't balanced for it, especially considering our lifespans. Regions can also be very large already, and of course very small.

I like the idea of matching the real world, but I don't know how to make it work without redoing everything.

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#7 2018-11-28 02:41:16

Monolith_Rans
Member
Registered: 2018-04-12
Posts: 132

Re: The Case For Giant Biomes

This could happen, not by altering the biomes, but by dividing the map into religions where the biomes have slightly different looking items.  The trees in the north have red wood and make red floors boxes and carts.  The south has snails for purple dye.  The roads in the east are yellow because the flat rocks are yellow.  One region can make carpets while another can make fireworks.  Stuff like that. 

One awesome thing worth traveling for is regional food.  Each region could have its own spice when added to the usual foods gives it an extra yum.  Trading towns could double their yums.


I love all of my children.  You are wanted and loved.

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#8 2018-11-28 05:13:59

Roblor
Member
Registered: 2018-07-31
Posts: 293

Re: The Case For Giant Biomes

I want the religion of my biome to be Islam.


IT PUTS ÞE BERRY IN ÞE BASKET OR ELSE IT GETS ÞE HOSE AGAIN !

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#9 2018-11-28 05:56:10

lionon
Member
Registered: 2018-11-19
Posts: 532

Re: The Case For Giant Biomes

I'd suggest keeping the normal biome mix for startups but add mega-biomes with some special treat in their center to build a dedicated city/village/output there.

See also
https://www.reddit.com/r/OneLifeSuggest … l_trading/

Last edited by lionon (2018-11-28 05:56:30)

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