Asmodes_Reynolds
Larva
Recently I’ve been playing again, and I was glad to see that there was a new upkeep mechanic, I was hopeful that it would add some new depth to the gameplay…… And was sorely disappointed..
What is the purpose of this new mechanic that you’ve labelled “upkeep”? Can someone from the development team, Please explain this implementation of “upkeep?
From my limited point of view, currently the “upkeep” mechanic is not upkeep. The excepted English definition of upkeep is
noun
1. the process of keeping something in good condition.
"we will be responsible for the upkeep of the access road"
synonyms: maintenance, repair(s), service, servicing, preservation, conservation;
2. financial or material support of a person or animal.
"payments for the children's upkeep"
synonyms: maintenance, repair(s), service, servicing, preservation, conservation;
Why is the mechanic labelled upkeep? When it does not even conceptually match either of the English definitions?
A brief description of what I figured out about the mechanic is after you reach and arbitrarily set number of ant split into 2 categories, workers and soldiers, the game very rapidly scales up the cost for new brood, and down the amount of food provided to the player. Is this correct? If so, it is not upkeep. It is a soft population limit.
If I’m not mistaken players were complaining when the game enforced population limit, why would you be bringing back that mechanic under a different name?
I personally wanted an upkeep mechanic, to drive the player either to stockpile food or the force them to take bigger risks as the difficulty level increased. This would effectively stop players from turtleing, and allow for more realistic, and interesting level design and AI behavior.
I would really appreciate if someone from the development team would answer, I like this game, and I would be willing to throw more money at it. If I thought there was a hope of it moving past this very mechanically shallow experience.
What is the purpose of this new mechanic that you’ve labelled “upkeep”? Can someone from the development team, Please explain this implementation of “upkeep?
From my limited point of view, currently the “upkeep” mechanic is not upkeep. The excepted English definition of upkeep is
noun
1. the process of keeping something in good condition.
"we will be responsible for the upkeep of the access road"
synonyms: maintenance, repair(s), service, servicing, preservation, conservation;
2. financial or material support of a person or animal.
"payments for the children's upkeep"
synonyms: maintenance, repair(s), service, servicing, preservation, conservation;
Why is the mechanic labelled upkeep? When it does not even conceptually match either of the English definitions?
A brief description of what I figured out about the mechanic is after you reach and arbitrarily set number of ant split into 2 categories, workers and soldiers, the game very rapidly scales up the cost for new brood, and down the amount of food provided to the player. Is this correct? If so, it is not upkeep. It is a soft population limit.
If I’m not mistaken players were complaining when the game enforced population limit, why would you be bringing back that mechanic under a different name?
I personally wanted an upkeep mechanic, to drive the player either to stockpile food or the force them to take bigger risks as the difficulty level increased. This would effectively stop players from turtleing, and allow for more realistic, and interesting level design and AI behavior.
I would really appreciate if someone from the development team would answer, I like this game, and I would be willing to throw more money at it. If I thought there was a hope of it moving past this very mechanically shallow experience.