I'm still here too and still interested.
I had trouble voting even when the plans were normal, so, uh, I don't have much to contribute. Every time I want to post I feel like I should have an omake ready, but time's short on my end. =3=;
We love you FixerUpper, new omakes or no new omakes. You've probably done more to nail down the culture of the SIMP than any other single poster in the thread. Helix possibly included.
But it doesn't resolve the underlying issue that the original format can't scale with group size, and that I failed to plan for your success.
Though from this quest I've learned that my way of thinking is at such a non-Euclidean angle from normal people
I spent like 20 pages in an argument with players about motivations I felt reasonable but were seemingly incomprehensible to everyone else. At that point it's pretty recognizable that I'm the one that isn't particularly normal in thinking.
One major thing I considered was eliminating all the nuances of hunting. Boil it down and calculate 3 values essentially. An underhunt, an overhunt, and a sustained hunt, calculate how many meguca you need per territory doing that, and how many cubes you get per territory for each. Then offer only those three options as hunting each turn. Then any future hunting modifiers would be tiny modifiers onto those coefficients. That would eliminate like 75% of the mathematics.As has been said, I'm not sure how true that is. Originally you only had 3 categories of meguca to keep track of, while now there's like, 30 with all the different training levels and such. I think if you went back to just abstracting everything to the 4 core categories (Green, Vet, Elite, Legendary) with exceptions only for things that really need it (like Serena's retinue), then it should scale up pretty well. In this case, stuff like training time would be needed, but everybody who is part of the organization gets the buffs even before training completes, just to save paperwork on your end and keep mecuga fungible.
Honestly, if you feel like the old hunting system is broken, then reworking it isn't bad. I would actually recommend it.I spent like 20 pages in an argument with players about motivations I felt reasonable but were seemingly incomprehensible to everyone else. At that point it's pretty recognizable that I'm the one that isn't particularly normal in thinking.
One major thing I considered was eliminating all the nuances of hunting. Boil it down and calculate 3 values essentially. An underhunt, an overhunt, and a sustained hunt, calculate how many meguca you need per territory doing that, and how many cubes you get per territory for each. Then offer only those three options as hunting each turn. Then any future hunting modifiers would be tiny modifiers onto those coefficients. That would eliminate like 75% of the mathematics.
But the underlying problem is not as you believe having too many different meguca types. In the majority of cases that hardly matters, it only matters in some extreme planning cases. The problem fundamentally is that the system didn't scale with more units.
Each unit you got meant you could potentially take another action slot. This leads to an endless number of actions and also running out of things to do with them. And that's death as an empire quest. If you have an empire quest where players are able to do everything they want and have units to spare as a QM you've failed. And that's what happened here. You got enough units that you no longer had enough things to do each time.
That's what killed the quest in my eyes, and despite a lot of thinking I cannot conceive of a solution. I solved the plans being too complicated problem with the idea of 3 hunting versions and no nuances with just a little thought. What I couldn't solve is that the players didn't have enough to do.
Well, in some ways this is true, I guess, but I'd say the problem is less that your mode of thinking is so alien as it is that we as players have to think about this quest fundamentally differently than you do when you're creating it.I spent like 20 pages in an argument with players about motivations I felt reasonable but were seemingly incomprehensible to everyone else. At that point it's pretty recognizable that I'm the one that isn't particularly normal in thinking.
Heh, and here I was thinking the exact opposite. We've finally had our equivalent of the Industrial Revolution: Improved Rotating Tactics and higher-paying jobs have collectively finally freed up close to a third of our workforce, so we can finally (at least if and when this whole Class 4 demon thing has been dealt with) start working on our other large problems, which we've mostly been ignoring because we've been living hand-to-mouth since Day 1:That's what killed the quest in my eyes, and despite a lot of thinking I cannot conceive of a solution. I solved the plans being too complicated problem with the idea of 3 hunting versions and no nuances with just a little thought. What I couldn't solve is that the players didn't have enough to do.
You make some fair points, but at times GMing this quest really did make me feel like a total alien.Well, in some ways this is true, I guess, but I'd say the problem is less that your mode of thinking is so alien as it is that we as players have to think about this quest fundamentally differently than you do when you're creating it.
Heh, this bit amuses me for some reason. I recall towards the start of the quest that someone said they were hoping this quest wouldn't deal with aliens like TTS. And I have given a couple thoughts to what other Incubator farm worlds might look like. Though I expected that each one would have some significant differences from Earth personally. But I had no intention of any other planets ever showing up in the quest.
To some degree this is true. And indeed it was intentional that this quest had parallels to the agricultural revolution (it preceded the industrial revolution and it allowing people to move to the cities is what sparked the industrial revolution). Rotating tactics was meant as a mirror of crop rotation.Heh, and here I was thinking the exact opposite. We've finally had our equivalent of the Industrial Revolution: Improved Rotating Tactics and higher-paying jobs have collectively finally freed up close to a third of our workforce, so we can finally (at least if and when this whole Class 4 demon thing has been dealt with) start working on our other large problems, which we've mostly been ignoring because we've been living hand-to-mouth since Day 1:
Honestly number 1 is probably the best idea yet. And could really help me push things along again. I could reign in your resource issues using those factors. Oh you want to go to college, huge costs. Not aging is a problem because you'll need to research being able to keep things under wraps permanently and pay huge cube costs per girl that steadily increase as more girls age into issues.
- Many of our older vets are graduating from high school, which means
- We have to worry about college for some of them.
- We have to worry about the fact that they still look like they're 13-14 when they ought to look like they're 18-19.
- Working on more fundamental issues with the nature of magic and how to do more than just spam Wish-related powers over and over.
- Exporting our philosophy of "Nobody dies" to other groups.
- Dealing with the neighbors who still hate our guts.
- Growing pains in our expanding organization.
- Being a regional power broker.
- Figuring out WTF is up with Mami's weird abilities.
Or die, because that is an option with something as dangerous as the Class 4.Maybe it IS better to end the story with a climactic battle to save Tokyo from a giant monster and ensure our place as a large-scale group.
So, I've been reading through this quest, having bumped into it on the front page. That said, I noticed it had been some time since the update, and thus was concerned. As it turns out, clearly there's an issue of some sort.You make some fair points, but at times GMing this quest really did make me feel like a total alien.
Heh, this bit amuses me for some reason. I recall towards the start of the quest that someone said they were hoping this quest wouldn't deal with aliens like TTS. And I have given a couple thoughts to what other Incubator farm worlds might look like. Though I expected that each one would have some significant differences from Earth personally. But I had no intention of any other planets ever showing up in the quest.
To some degree this is true. And indeed it was intentional that this quest had parallels to the agricultural revolution (it preceded the industrial revolution and it allowing people to move to the cities is what sparked the industrial revolution). Rotating tactics was meant as a mirror of crop rotation.
The problem was as I said that I was cheating in writing this quest by offloading creativity to players. Effectively compensating for being a numbers driven rather than imagination driven person by outsourcing. But the last plans had somewhere between 10 and 40 excess units that weren't even doing anything. Players creativity as to what to do with their units dried up. Those new jobs the industrial revolution should have created didn't come about, so the quest died. Like if you have an industrial revolution and eliminate huge numbers of jobs via factories but never created the white collar jobs to replace them the civilization would die (when all those displaced workers decide to fight instead of just starve to death). Similarly when I see those daunting numbers of unused points, the civ quest dies.
Honestly number 1 is probably the best idea yet. And could really help me push things along again. I could reign in your resource issues using those factors. Oh you want to go to college, huge costs. Not aging is a problem because you'll need to research being able to keep things under wraps permanently and pay huge cube costs per girl that steadily increase as more girls age into issues.
2. is just spam research options, but I was too generous before in broad research results, I should have been more limited from the start.
3. Hahah diplomacy sucks, honestly I hate writing it because every time in this quest I've tried to write diplomacy I end up feeling like an alien.
4. Well theoretically you do have a numbers advantage over the neighbors that hate your guts.
5. Honestly this is one of my biggest mistakes. I should have imposed a much larger tax on you guys in meguca months from dealing with all these girls that don't know your organization, much larger inefficiencies and graft.
6. Loops back to the diplomacy issue.
7. Heh, I had fun with that. It's interesting to come up with a coherent underlying ability and then just show people the results through the whole story without ever saying what it really was. That was probably one of the better ideas I had in this quest.
Have you considered the answer here might be more abstraction? Because you are completely right; the game as it currently stands can not handle our current numbers let alone our the predicted numbers (~1,000 IIRC) we are looking at Post-Tokyo.The problem fundamentally is that the system didn't scale with more units.
Each unit you got meant you could potentially take another action slot. This leads to an endless number of actions and also running out of things to do with them. And that's death as an empire quest.