Alterra design
Chudovish
Ru Join Date: 2016-07-01 Member: 219418Members
It is simple, easy to use and space unefficient.
We should all agree that it is by the game mechanics - if you buildt or construct smth, gain dedicated amount of resources, you take an advantage... or maybe two if you build upgrade. If it is a transport, you can make some additional upgrades, but not all of them usable at the time.
Some guys here asking about advancements that break this "rule", like more space for "Seatruck Storge module" or more upgrades for Multipurpose room or the Moonpool, more machinery, tools.
The question is, how developers sort ideas about new things here. Is there Okkam's blade like "Alterra design" or not?
Looking through development of first Subnautica and find that some thoughts was sorted for their complexity, some for redundancy, some for "too much mechanics!"
How do you think it worked?
We should all agree that it is by the game mechanics - if you buildt or construct smth, gain dedicated amount of resources, you take an advantage... or maybe two if you build upgrade. If it is a transport, you can make some additional upgrades, but not all of them usable at the time.
Some guys here asking about advancements that break this "rule", like more space for "Seatruck Storge module" or more upgrades for Multipurpose room or the Moonpool, more machinery, tools.
The question is, how developers sort ideas about new things here. Is there Okkam's blade like "Alterra design" or not?
Looking through development of first Subnautica and find that some thoughts was sorted for their complexity, some for redundancy, some for "too much mechanics!"
How do you think it worked?