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[PR] Headlocking
#14
Fan of generic framework for letting items be locked behind specific access (this would be a bit of a nerf to QM as things got locked behind it, which I'm very okay with because they have far too many things they can make already), not a fan of specifically making AIs harder to make.

If the issue is "multiple AIs is rough because of different law interpretations and getting bogged down in that", I think this won't solve the problem, just reduce how often it comes up and make some potentially fun interactions less common.

I would rather solve the "problem" of this by having either a) a hierarchy of AIs based by default on their creation order (to solve the issue of AI players on an even-footing not being able to agree on how to interpret a law) or b) let AI lawsets be distinct from each other (much bigger conversation about gameplay effect required) so that there isn't any need for the discussion and AI units are free to interpret their laws as they see fit.
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Messages In This Thread
[PR] Headlocking - by github_bot - 10-24-2020, 12:35 PM
RE: [PR] Headlocking - by Frank_Stein - 10-24-2020, 01:51 PM
RE: [PR] Headlocking - by Studenterhue - 10-24-2020, 03:02 PM
RE: [PR] Headlocking - by nefarious6th - 10-24-2020, 03:16 PM
RE: [PR] Headlocking - by Tarmunora - 10-24-2020, 03:40 PM
RE: [PR] Headlocking - by kyle2143 - 10-24-2020, 05:48 PM
RE: [PR] Headlocking - by KikiMofo - 10-24-2020, 08:05 PM
RE: [PR] Headlocking - by Sord213 - 10-25-2020, 08:56 AM
RE: [PR] Headlocking - by saccharineChampion - 10-25-2020, 09:33 AM
RE: [PR] Headlocking - by warcrimes - 10-25-2020, 09:52 AM
RE: [PR] Headlocking - by cyberTripping - 10-25-2020, 11:40 AM
RE: [PR] Headlocking - by Frank_Stein - 10-25-2020, 01:02 PM
RE: [PR] Headlocking - by cyberTripping - 10-25-2020, 01:42 PM
RE: [PR] Headlocking - by Mordent - 10-26-2020, 10:46 AM
RE: [PR] Headlocking - by nefarious6th - 10-27-2020, 09:59 PM

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