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Not sure I will like it or hate it.
[sighs]
No, I was not under the delusion that in-setting the Millennium Falcon is an amazing super-ship... But even if it's a rustbucket in its own setting, it's very capable by the standards of many other settings, given the limits of being small and elusive.
The Falcon can take off and land anywhere. As long as the engines don't break down, it seems able to go pretty much anywhere the galaxy in a matter of, at most, a few days. And, importantly, it is small enough that one or a small number of people can plausibly operate it.
Remember that my point was that possession of a spaceship, as in a singular spaceship that is not especially large and does not come with a gigantic horde of robot servitors or something, grants you a limited set of useful options. You can't transport armies inside it, or vast piles of cargo, or singlehandedly set up a major trade route.
To illustrate the limits of what can be done with one (or a few) individually small ships, I chose the Millennium Falcon because its limits are well understood. It is too small to accommodate big, bulky cargoes, for instance, and does not have enough firepower to lay waste to planets.
A much larger (but still iconic) ship like the Enterprise from Star Trek has more capability along these lines- but is also much larger and more difficult to hide from enemies who hate you. So it would be more questionable whether Kane could operate such a large ship, hence my comparison to the Falcon.
...
Please do not bicker about this point with me, Dmol, as it will exhaust my patience very quickly.
Maybe my choice of example was not literally optimal given the constraints (reasonably well known spaceship, small and able to be operated by a few people, highly capable compared to other fictional ships that meet those criteria). However, I think my explanation is valid as a representation of "what was Simon thinking, and why does it make coherent sense." Please let that be enough.
Of course, if you are sincerely confused, not just "I think I can prove Simon wrong" but "I have no idea what he was even thinking," PM me.
Anyway, on a happier note, reactionpost is coming. I am looking forward to actually reading this update; I've been ruinously busy the whole time since it dropped and didn't have a chance until now.
Oh hey, Kane knew Peter Stone, author of the play and film 1776? Cool!
...Kane is obnoxious and disliked, it cannot be denied.
Michael McNeill, cheerily: "Homicide... Homicide!!!"
Hm. Someone who's been paying closer attention to those numbers than me probably has more to say.
Oh so that is what this:
is about. I was wondering why my own calculations of the Zones were so off.
As I understand, reducing the dice invested would trigger penalties, but increasing investment when another die is freed up would be fine.What about say, we invest two dice at first then reduce to one then increase investment to three. What sort of consequences would that have, as it's not a full work stoppage?
I understand it quite well, but since I didn't specifically recall having discussed the matter with you before, I wanted to be sure you'd read my earlier arguments before I re-made those same arguments. They took me quite a while to write, all told. As a matter of basic time preservation, it's natural for me to point back to them if a single person hypothetically wishes to ask me the same questions several people already asked me. So I did.I can read your posts and disagree with them. Is this not something you can understand?
The obvious analogy here would be to the last time this happened, when we developed the OG Hewlett-Gardener Process (I'd been misspelling it, sorry).As mentioned, we tend to underestimate the rollout costs of new tech. We can do the Phase 2 Processing Plants now. But feature creep is something that you are intending on doing.
Well, on the one hand, that means that we don't have to worry about it sending the cost of the plants through the roof. On the other hand, it does lower the sense of urgency. On the tiberium-mutated third hand, this is exactly the time when it makes sense to pursue projects that aren't urgent. I'd personally still like to pursue the research before the end of 2061, and I feel no pressing need to hurry up the processing plants since it's only a 200-point project.The Improved Hewlett Gardener Process is due to getting 'Basic Tiberium Studies' from the Nod gacha, and is projected to be a very small increase (~5%) in our STUs. The refits are going to be very, very, very cheap compared to the current round of refits (+2 STUs vs +18 STUS).
It really isn't urgent, and IMO can be done at our leisure.
I'm pretty sure we'd get a 33% chance from seven dice, going off Derpmind's work.I'm betting that we could get a nice chunk of PS to finish Harvesting Tendrils through Interdepartmental favors. I'd still prefer to go for a possible (23% CoS) prior/concurrent to that action though.
Well, first of all, we'd obviously need to get massively far ahead in Capital Goods to feel comfortable spending twenty points of them this way. It's very much not out of the question, but it'd be quite a bit. It could be some in-game years before we feel like we're +20 Capital Goods over where we need to be, since we're looking at a megaproject's worth of Capital Goods there.Free dice would be still able to be moved around at will, and it would not affect every project, just the big long ones. Now, there are a lot of details to this shift that I am still working out, but I do want to get some feedback and input from the thread over this, because it is a big huge change.
And who is responsible for the present state of affairs in which it is virtually unknown, supposedly? Who? Who?It's called "fabric softener", you uncultured machine-empire heathens.![]()
I can see my way to doing that. My personal neurosis is that someone will decide in 'Q4 that ohh, we can get it for just a little sprint of four dice instead of two!I was honestly hoping for 2 dice a quarter that way its a nice steady commitment over a one year period which may help minimize the downside of finishing it after reallocation.
Make it obvious you plan it to take a year and pour in steady effort just after a very successful surge of the initial steps. Its the most reasonable behavior anyone could expect from the Treasury.
One thing I'd like to observe is that the thunderdome issue is mainly because people tend to disagree about what is a priority. Long Term Systematic Planning Organization won't fix that; that's in the nature of people needing to decide what to do and getting psychologically invested in outcomes, in a game where we can never do anything and thus people always feel like they're falling short and Failing The People in one or more ways.So, there are a few things I have been thinking about as major mechanical shifts, primarily for the purposes of reducing the amount of planning thunderdome that happens, and to prevent the updates from ballooning more than they already have.
I think in a lot of cases, it's because dice represent "Treasury attention" and not "all labor."I would really like this change.
I actually actively dislike the current system allowing us starting one project, abandon it half finished, and then come back to it an year later with little reprecussions.
Each time I tried to see it in real life context I could not help it but feel it would have been an unholy mess.
I'd say the obvious solution is just to make it cost a Bureaucracy die and -25 Progress to the target megaproject every time you do something like that.What about say, we invest two dice at first then reduce to one then increase investment to three. What sort of consequences would that have, as it's not a full work stoppage?
The biggest offender there was Chemical Precursor Plants, I think. That wasn't so much "tiberium ate it" as just "you left the shells of the chemical plants standing for two years" or something.I think I remember a project that we left only partially completed for a few turns, that had a progress decrease penalty appear when resumed. Forgot what it was though, although I think it was a Yellow Zone project since Tiberium eating some of the structures during the lull was mentioned.
Since I have not played those games, I cannot comment on how realistic they are about what you can and cannot do with a single ship small enough to be reasonably controlled by a small number of individuals and easily concealed.Ah I see where the problem is now. You've never played Privater or Freelancer or Dark Star One. Cause in each of those games the main character pulls of at least one of the whole transport massive amounts of cargo, re-setting planetary trade routes and fighting space battles that sometimes get up to the point of space navy warfare. Privateer's end game alien gun especially comes to mind for it's high bang for it's buck.
Yes. That's my point. His real long-term goals require resources on the scale of nations, and concealing a space fleet capable of acting on that scale would be impractical, so he continues to and/or has to pursue those goals by means other than building a space fleet.Also Simon, Kane doesn't need to go into space, if his problem of leaving Earth was simply not having a space ship he would have already built one.
It's a self-contained reference. Kane is directly quoting a line that, as far as I can determine, originated with the Broadway musical titled 1776, written by the named man (Peter Stone, if I recall correctly).I don't recognize this reference and I can't seem to find it online. Please elaborate.
My one concern is, as noted, the smaller projects. When it comes to stuff that costs 200 or 300 Progress, not being able to manually assign dice to complete the project in a single quarter can greatly complicate planning, to the point where it would take significant increases in efficiency to offset the inconvenience of not being able to just mash the "GET DONE NOW" button.As I understand, reducing the dice invested would trigger penalties, but increasing investment when another die is freed up would be fine.
And Free Dice would be allocated turn-by-turn with no issues for shifting them around.
First, you're assuming you know what Kane wants based on the games, when we are pretty certain that his goals in-Quest are at least somewhat different. You are almost certainly working from partially-wrong premises.Ah I see where the problem is now. You've never played Privater or Freelancer or Dark Star One. Cause in each of those games the main character pulls of at least one of the whole transport massive amounts of cargo, re-setting planetary trade routes and fighting space battles that sometimes get up to the point of space navy warfare. Privateer's end game alien gun especially comes to mind for it's high bang for it's buck.
Also Simon, Kane doesn't need to go into space, if his problem of leaving Earth was simply not having a space ship he would have already built one. What Kane needs is the energy from mastering all of the Tiberium of a converted enough Earth for some reason known probably only to him and maybe his inner circle.
As such he doesn't need Space Ships, he needs another round of Kessler Syndrome to make us stuck on Earth as Tiberium encroaches on everyone forcing us to work towards some form of TCN. Anyways we need that portal tech development as soon as possible so Kesslering us becomes a lot less viable.
As I understand it, this would apply to all projects, not just the big ones. As regards your concerns:Basically, it sounds like you're proposing that for large-scale megaprojects, we flip from a model of manually allocating dice to fixed very long-term allocations. This is reasonable. It does, however, interface strangely with a few other issues:
1) It would become problematic if we had to suddenly pivot and change focus in an emergency. Hopefully we'd have an option to manually shut down long-term allocations or resize them using Bureaucracy dice or something.
2) For some of the megaprojects, the sheer scale of the project sits poorly with the 2-4 year planning horizon. This has always been an issue, really, with the biggest of them, North Boston being the obvious example. It's not a unique problem that only matters here, but it's something to consider.
3) Many of our projects occupy a sort of liminal space here, where the phases are individually small and granular but where we're predictably going to be spending a lot on them for a long time. Fusion power has been a great example for the past in-game year or two; apartments are another. It'd be hard to balance dice allocation to such a project given that the desire to vary the rate or add additional dice to support an urgent project could be significant. I'm not entirely sure what to do about this; it sounds like an interesting and very complicated exercise to keep all the options mechanically balanced.
Ah. I don't see how that would be a problem, since we would allocate dice for a phase/stage, and then when completed, they would be freed up. So, if we allocated 3+ dice for Fusion Plants, they'd be available for use again in a turn or two. Or so I understand it.My one concern is, as noted, the smaller projects. When it comes to stuff that costs 200 or 300 Progress, not being able to manually assign dice to complete the project in a single quarter can greatly complicate planning, to the point where it would take significant increases in efficiency to offset the inconvenience of not being able to just mash the "GET DONE NOW" button.
If this is better for QM perspective, it should most definintly be done, since well, the QM is doing most of the work, but if it's done out of desire to reduce amount of player argument, i feel like it could easily backfire
Basically, the issue is that when you have projects that only cost 2-4 dice apiece, you're not saving much time or energy with this method, because there's no "it saves a lot of time when you don't have to re-discuss how many dice to allocate every turn" because the allocation is only done once or twice anyway.Ah. I don't see how that would be a problem, since we would allocate dice for a phase/stage, and then when completed, they would be freed up. So, if we allocated 3+ dice for Fusion Plants, they'd be available for use again in a turn or two. Or so I understand it.
I do think this is correct. Making it so that the consequences of winning or losing an argument are locked in for several turns (real-life months!) is not normally the sort of thing that makes the arguments less salty when they happen.While the idea might be a lot better from a DM perspective, i feel like it might be kinda bad for the sake of making less thunderdome, because it kinda put's dice's into lock, which means everyone will absolutly want to have the project they think is most important into plan.
And secondly, it does remove a lot of flexibility, with like, we can put 5 dice on a project, discover some military project need surge funding now, so we adjust it down to 2 for the next turn, before finishing it with 5 on the third turn. So, this will lead to everyone fighting to get the best amount of dice to what they think is best, on whatever project. And that might lead to subtle blaming "Well, i didn't think 4 dice was best for that project", when we get an emergancy.
If this is better for QM perspective, it should most definintly be done, since well, the QM is doing most of the work, but if it's done out of desire to reduce amount of player argument, i feel like it could easily backfire, due to the static nature meaning, everyone sorta need to have their ideas voted for,
Though, i'm by no means a questing expert, so i might be totally of the mark here
This would not apply to the smaller projects. Basically, this is entirely for the projects that are above the 600-800 point range. Beyond that, you do have significant ability to press the "Get done now" button even with the modification, because free dice don't lock. So if you want to get a project done quickly, you put big numbers of dice into it, and then on top of that pile on 5 free dice, and Erewhon.My one concern is, as noted, the smaller projects. When it comes to stuff that costs 200 or 300 Progress, not being able to manually assign dice to complete the project in a single quarter can greatly complicate planning, to the point where it would take significant increases in efficiency to offset the inconvenience of not being able to just mash the "GET DONE NOW" button.
The big things are interpersonal relationships, big battle scenes, and my work/social life. The first is something where I can cut back on them, but I am also trying to get better at writing them. Second is basically not going to be a major thing for the rest of the quest, and then the last is something where I have IRL stuff to do, and don't want to change that.
It makes it actually possible to long term plan.I'm just kinda confused about how this would help.
It's still the same amount of dice being put into projects, right? We would just have 4 or whatever each turn locked on a Mega project.
I'm not saying it wouldn't help or it's a bad idea. I just don't understand how it helps.
Part of it is probably that we would have to actually finish mega projects. Boston and Chicago have remained unfinished for a very long time. And considering there are cap-stone bonuses to finishing mega projects, the fact that we would be more likely to finish them means we would actually get such bonuses.I'm just kinda confused about how this would help.
It's still the same amount of dice being put into projects, right? We would just have 4 or whatever each turn locked on a Mega project.
I'm not saying it wouldn't help or it's a bad idea. I just don't understand how it helps.
The dice still get rolled, as I understand it. It's just that we get the tradeoff of locking in effort and resources in exchange for a reduction in how much it takes to work on a project. And allows Ithillid to go "progress on [Project] continues, as predicted/behind/ahead of schedule".And if you do this on all projects, you're effectively abolishing the entire concept of "rolling dice for project completion" on any level anywhere in the game. Which is fine, but then we could just do that and rename dice to "points" or something and roll no more d100s or d50s or anything like that. Just have every "point" allocated increase a project's Progress by a flat 50+bonuses and 'simplify' matters... Except that this wouldn't actually make anything less work for Ithillid, as far as I can tell, because we'd still be looking for updates on projects and he'd still have to write them.
It makes it necessary to long-term plan.
The big things are interpersonal relationships, big battle scenes, and my work/social life. The first is something where I can cut back on them, but I am also trying to get better at writing them. Second is basically not going to be a major thing for the rest of the quest,
I am talking on the scale of the Regency War, where I am trying to write 6-10 major battle sequences often with lots of moving parts. Smaller scale operations, and individual big battles are still going to be happening decently regularly, just not on the scale that the big war where you would get 3, 4 part updates every month.
We long term plan now.
How? It's the same amount of dice going into projects. Some would just be locked.
In all fairness, that hasn't really been that much of a problem. When we have a big megaproject that needs doing, we generally invest, even if it'll take multiple turns to see results. If we don't do that, it's usually for a reason. For instance, the reason we haven't finished North Boston Phase 5 even though it's been like sixteen-plus turns since we cleared Phase 4 isn't because "we are unable to long term plan." It's because it's a huge investment of dice and budget and we've felt (with some good reason) that we could get better results in other ways.
Yes. On the other hand, we had reasons for that. It wasn't just some act of mindlessness or timidity on our part; we honestly concluded that there were more pressing things to do than "finish" Chicago, even with an unspecified eventual capstone reward for finishing it. We're approaching the project now from a different perspective, but we had reasons.Part of it is probably that we would have to actually finish mega projects. Boston and Chicago have remained unfinished for a very long time.
My observation was more in the vein of "if we did this on ALL projects, including the small ones, it would effectively abolish 'rolling dice,' or it would make attempting to long-term plan incredibly annoying."The dice still get rolled, as I understand it. It's just that we get the tradeoff of locking in effort and resources in exchange for a reduction in how much it takes to work on a project. And allows Ithillid to go "progress on [Project] continues, as predicted/behind/ahead of schedule".
Yeah, that's a valid issue. Having stuff like the stabilizer constellation pop up unexpectedly and trying to pull it off with a maximum-effort surge is kind of interesting, and it'd be a bit harder to recreate that dynamic under the new rules.We long term plan now.
We've been long term planning the whole quest.
We just have stuff happen that we need to react to that throws parts of plans onto disarray.
I don't see how locking dice onto projects helps. That seems like it would actively hinder our ability to react to things.
Like say we research some piece of tech. But we get a project out of it that could really have a big impact. So currently we drop a bunch of non essential or flexible projects to focus on the new thing, knock it out, then go back to what we were doing.
With the new system (if I understand it correctly) if we wanted to focus on a new project we would be penalized for taking dice off the mega project.
Yeah, I do think this would become a problem. Knife fighting over the handful of dice left over after we commit to finish North Boston Phase 5 or Reykjavik Phase 5 or Chicago at, say, 3-4 dice per turn... could get messy.As for increasing participation I feel like this might make it worse. We would have fewer dice to play with so fights over priorities would get a lot more intense since there would be a lot less room for compromise. Currently moving a few dice around isn't that big of a deal because we can address multiple priorities at once.
Reduce the available dice to 1 or 2... moving stuff around becomes much harder.
I can appreciate the cost reduction of mega projects by locking dice onto them.
It's only efficient if it actually provides a net mechanical benefit. The quest hasn't really been suffering from an inability to plan ahead and get projects done on time. Projects that haven't been done on time are usually the ones that wouldn't benefit from the dice-lock (because it doesn't affect small things), or projects we had a damn good reason not to do at the time even if theoretically it would have nice effects.I like the idea of this. While the loss of one or two dice is a hassle for a few turns. It is quite efficient in most part. just have a few questions regarding the setup
Another big issue for this is that our needs in those areas aren't actually constant.Is this only available for large setups like Nuuk and Boston or will it include unlimited Power and Food like Fusion Power Plants, Tiberium Veins and Aquaponics? I know there is power automation option on both in the future but this seems more efficient
The benefit of locking dice is that it makes a pretty wide swathe of big industrial megaprojects noticeably cheaper per die. With the nuuk exemplar, I did not directly draw attention to it, but it took the project from being a 20 resources per die project to a 15 resources per die project.It's only efficient if it actually provides a net mechanical benefit.