MadMaxHellfire
Arcane
i was really hoping for a city builder style.
You can have multiple resources in a single stockpile; just change the resource type to whatever you want while there's another type already in the stockpile. The stockpile will be able to actively distribute or receive whatever the primary resource is, and other active stockpiles with the non-primary resource can still remove said non-primary resource if they're in the same sector. There are a lot of nuances to stockpiles (e.g., unpowered stockpiles can receive resources but can't distribute them).stockpiles
I can definitely understand that each person has different thresholds for faux realism / immersion, but I enjoy the gameyness of Ixion. To me, it's not supposed to be a sim.make sense.
The issue is really that they don't market the game properly.Ixion is an excellent game. Very intuitive, the right amount of complexity, and only moderate challenge. Good atmosphere and nice systems. I guess my main complaint would be crashing and general performance problems, like stuttering and 100% GPU usage at all times regardless of framerate. It's basically a power virus, as the wattage my GPU is using is the highest I've ever seen. I feel like Unity is probably mostly to blame here: I used Process Lasso to set Ixion's process to High priority and disabled SMT (using R5 5600X), and the game runs a lot better. Almost 2x perf improvement.
You can have multiple resources in a single stockpile; just change the resource type to whatever you want while there's another type already in the stockpile. The stockpile will be able to distribute or receive whatever the active resource is. There are a lot of nuances to stockpiles (e.g., unpowered stockpiles can receive resources but can't distribute them).stockpiles
I can definitely understand that each person has different thresholds for faux realism / immersion, but I enjoy the gameyness of Ixion. To me, it's not supposed to be a sim.make sense.
I understand where you're coming from (management aspect but on a much larger scale), but to me Ixion has very little in common with FTL. It took me several runs to beat FTL on the recommended difficulty, but I haven't even been close to disaster in Ixion (except for a trust scare in Chapter 3; currently playing Chapter 4). I haven't played Rimworld, but I'd guess it's similar to something like that (also reminds me somewhat of Surviving Mars and Frostpunk, although I didn't play far into the latter).Ixion is not a city builder. It is closer to FTL than to Banished.
Honestly I haven't paid attention to the marketing. I was aware of Ixion, and it looked like it ticked a lot of basic boxes for me; then right after it released, I realized it was by the W40K: Mechanicus devs (which is a game I loved), so I went in blind. Pretty sure there is or was a demo though (and of course it's not Denuvo protected either) so people shouldn't buy without a test drive. Having said that, to me, $35 is a very fair asking price considering the overall polish of the game.marketing strategy
Marketing should be about expectations management but instead nearly every game, especially from larger studios or publishers is putting out checklists and showing pretty trailers instead of accurately conveying the experience of the game. Whether we are talking about this or the infamous "checklists" of mid 2000s MMOs where they list deep crafting but actually it is useless and simplistic crap and the same for character builds and such.I understand where you're coming from (management aspect but on a much larger scale), but to me Ixion has very little in common with FTL. It took me several runs to beat FTL on the recommended difficulty, but I haven't even been close to disaster in Ixion (except for a trust scare in Chapter 3; currently playing Chapter 4). I haven't played Rimworld, but I'd guess it's similar to something like that (also reminds me somewhat of Surviving Mars and Frostpunk, although I didn't play far into the latter).Ixion is not a city builder. It is closer to FTL than to Banished.
I think a lot of the difficulty comes from players (as you mention, maybe a player looking for a relaxed city builder) not playing the game as it's supposed to be played. Imagine trying to play DMC like a stealth game. You're not going to have a good time or be successful. Being "good" at a game often just means that the player wants to play the game in the way that it wants to be played. For me in Ixion I almost always use the normal speed [>] and pause often. I'm careful to keep my population happy (lower case, so high trust and optimal work conditions), and to strip systems of most resources. I also use almost all major mechanics the game presents, probably some that many players miss, like the fact that you can research sub-upgrades for buildings or the battery mechanic that someone in this thread missed at first. But all of that is just the way I naturally want to play the game, and it happens to work out well. I saw a player run Surviving Mars on Ultra speed [>>>] non-stop with almost no pauses, simply because that's the way he wanted to play the game. As you can imagine, his colony failed. Of course that didn't bother him, as that was, for him, an accepted risk, but I think a lot of people don't have the patience or the relative meticulousness to play games like this as they're meant to be played. Which is fine, as not everyone's playstyle will suit every game, but I don't think they should blame the game when things go wrong.
Honestly I haven't paid attention to the marketing. I was aware of Ixion, and it looked like it ticked a lot of basic boxes for me; then right after it released, I realized it was by the W40K: Mechanicus devs (which is a game I loved), so I went in blind. Pretty sure there is or was a demo though (and of course it's not Denuvo protected either) so people shouldn't buy without a test drive. Having said that, to me, $35 is a very fair asking price considering the overall polish of the game.marketing strategy
Crapting systems are ALWAYS like that. Every crapting system boasts how many different craptables there are. The problem is that pretty much all of it is crap. Like you can have a crapting system that offers you 200 different swords, but there's a problem: A man can only wield one sword. That means approximately 199 of them are worthless trash. Unless every single one of your items is unique and carries a specific, unique purpose, you're going to have classes of item, and of them, only one, if any, can be best-in-slot. The rest? Worthless trash, because this is an MMO. If it's not BIS, it's garbage. That means a whole bunch of dev time just went down the drain filling the system with a bunch of pointless trash. Particularly if NONE of it is any good, meaning the entire crapting system is itself pointless crap.Marketing should be about expectations management but instead nearly every game, especially from larger studios or publishers is putting out checklists and showing pretty trailers instead of accurately conveying the experience of the game. Whether we are talking about this or the infamous "checklists" of mid 2000s MMOs where they list deep crafting but actually it is useless and simplistic crap and the same for character builds and such.
I hate crafting, except the type that exists in some of the Infinity engine games, where it is some rare thing, like in BG2, or Icewind Dale with the Yeti Skins...but collecting endless bits of yarn and dried out flower petals and the droppings of a diseased barn owl is tedious and when I see it is in a game I pretty much don't want to play. I guess I suppose for some genre of games it is more forgivable and maybe even necessary, like a game about surviving a zombie apocolypse, but I don't know..Crapting systems are ALWAYS like that. Every crapting system boasts how many different craptables there are. The problem is that pretty much all of it is crap. Like you can have a crapting system that offers you 200 different swords, but there's a problem: A man can only wield one sword. That means approximately 199 of them are worthless trash. Unless every single one of your items is unique and carries a specific, unique purpose, you're going to have classes of item, and of them, only one, if any, can be best-in-slot. The rest? Worthless trash, because this is an MMO. If it's not BIS, it's garbage. That means a whole bunch of dev time just went down the drain filling the system with a bunch of pointless trash. Particularly if NONE of it is any good, meaning the entire crapting system is itself pointless crap.Marketing should be about expectations management but instead nearly every game, especially from larger studios or publishers is putting out checklists and showing pretty trailers instead of accurately conveying the experience of the game. Whether we are talking about this or the infamous "checklists" of mid 2000s MMOs where they list deep crafting but actually it is useless and simplistic crap and the same for character builds and such.
That's what I'm saying though. So many games shove in useless derivative crafting to fill a check box for marketing, then lie and claim it isn't the same grindy bullshit from WoW or w/e. Then shocked pikachu when people give a thumbs down on steam when the hype was not supported by the mechanics or content.I hate crafting, except the type that exists in some of the Infinity engine games, where it is some rare thing, like in BG2, or Icewind Dale with the Yeti Skins...but collecting endless bits of yarn and dried out flower petals and the droppings of a diseased barn owl is tedious and when I see it is in a game I pretty much don't want to play.Crapting systems are ALWAYS like that. Every crapting system boasts how many different craptables there are. The problem is that pretty much all of it is crap. Like you can have a crapting system that offers you 200 different swords, but there's a problem: A man can only wield one sword. That means approximately 199 of them are worthless trash. Unless every single one of your items is unique and carries a specific, unique purpose, you're going to have classes of item, and of them, only one, if any, can be best-in-slot. The rest? Worthless trash, because this is an MMO. If it's not BIS, it's garbage. That means a whole bunch of dev time just went down the drain filling the system with a bunch of pointless trash. Particularly if NONE of it is any good, meaning the entire crapting system is itself pointless crap.Marketing should be about expectations management but instead nearly every game, especially from larger studios or publishers is putting out checklists and showing pretty trailers instead of accurately conveying the experience of the game. Whether we are talking about this or the infamous "checklists" of mid 2000s MMOs where they list deep crafting but actually it is useless and simplistic crap and the same for character builds and such.
So this basically space Frostpunk?
Same. Really nice atmosphere.saw some interesting thematic parallels to homeworld
I didn't find many but at one point for whatever reason my food sector couldn't export fast enough even with 3x large stockpiles. Needed to add 2x drone hangers eventually to keep all resource distribution flowing smoothly.bottlenecks
At one point I had 1000+ cryopods (-4) and the -1 corpse modifier and morale was still neutral. Very easy to handle morale if you're paying attention to the sub-research for buildings like the brutalist legislative center.negative modifiers to stability
Same, didn't really bother with specializations although you can't help but get Rank 1 in a lot of your sectors. Honestly this is proof of how easy the game is: it could be considered much more difficult if attaining perks like Rank 2 was NECESSARY as the game advanced. Same with the sector layout optimization requirements. Lenient. I had a lot of unused space at the end of the game. Each solar system also has way more resources than you actually need.specializations bonuses
You can't see the outcome of different options in those events, so aren't able to make a meaningful choice without savescumming.
...
I also find completely revolting the idea that postapoc survivors ON A GODDAMN COLONY SHIP had completely lost their ability to breed. Yes, it's a new age game about multiculti eurocrats in space, but... But I've recalled granny Von der Leyen and her mustache and nevermind, they can go extinct all they want.
I've tried it and so far caved in the first chapter (a return to Sol).
I can support the comparison to Frostpunk. Ixion is also marketed as a grimdark roguelike management sim. It also isn't a roguelike since it has no challenge and not a management sim, since external pressure isn't present, so you don't have to manage anything.
Unlike Startopia, the game has no meeples (population is represented by sliders), no trading, no missions and no charm.
Mechanically, the progress is gated by population slider. Devs feed you pop points from goody huts predeterminedly placed on the map with text-based events on top. You can't see the outcome of different options in those events, so aren't able to make a meaningful choice without savescumming.
The real problem is a complete lack of builds. You're forced to spend some pop points on life support (food producing buildings, mothership repair resource sinks, etc.). You also lose some predefined proportion of pops as unemployed for some religious reason. When you mentally remove those popsinks from calculation, almost nothing remains. So far there're 3 factories that convert 3 types of raw materials to 3 types of intermediate goods, a dock to send 2.5 units to the map to farm more resources... and that's it. Again, without external pressure there's nothing to optimise against.
My best guess on the genre is - a farming game. You place a building, then you wait, then you place another one, etc. I'd say that if you really want a farm, you should rather go pirate Cloud Meadow. You'll at least have an option of masturbating on some quality pixels.
I also find completely revolting the idea that postapoc survivors ON A GODDAMN COLONY SHIP had completely lost their ability to breed. Yes, it's a new age game about multiculti eurocrats in space, but... But I've recalled granny Von der Leyen and her mustache and nevermind, they can go extinct all they want.
Enough time passes for:As for the breeding part, I always assumed the timescale is too short for kids to grow up and become useful.
I've skimmed through youtube walkthroughs and don't miss the game at all.You're missing the point of the game I think
Enough time passes for:
- hull to rot.
- your ships to crawl through the star system on ion or hydrogen engines (you never supply them with chemfuel or prop, so they should run on some kind of high dv / low thrust nuke powered engines with universally available propellant) and then scan shit and then mine shit and then send it back. Several times.
- (and then later for you to move to other star systems. It's implied that even the journey to something Centauri (Proxima?) in prologue took many years).
Those things imply timescale in decades.
I haven't realised that humies are so heavy, they begin attracting new micrometeorites when player opens new sectors.The hull doesn't rot, it's a huge ship that's contantly being peppered with all sorts of small debris and other space hazards
5-6kafter all there's hundreds or thousands of people living there
Yeah-yeah, and they power it by photovoltaics even on Jupiter orbit. I get it "it's magic, I'm not gonna explain shit".Looking at how much time it takes to fly around the solar system and comparing it to how much time a lot of other in-game events take you can safely bet that the propulsion used in Ixion for intersystem travel is much, MUCH faster than any technology that's currently available like nuke engines.
One cycle equals one day (you know this because every 365 cycles, the PA wishes you a happy new year), meaning the entire game takes place across only a handful of years at most.Those things imply timescale in decades.
IIRC, there's ~3 cycle flight for your units or mothership between Earth-Mars ingame. Suppose, that it's actually three days.One cycle equals one day (you know this because every 365 cycles, the PA wishes you a happy new year), meaning the entire game takes place across only a handful of years at most.Those things imply timescale in decades.
The technicalities of this are easily and readily answered by space magic.IIRC, there's ~3 cycle flight for your units or mothership between Earth-Mars ingame. Suppose, that it's actually three days.
Again, IIRC, ingame Earth-Mars are almost on the opposite points of orbits, so the distance between them should be about 300-350 mkm.
Suppose that half the time (1.5 days) your ship accelerates on route to Mars, then decelerates. It would require 2g constant acceleration to reach Mars in 3 days.
Since both the ships and mothership aren't chemical rockets... I'm too lazy to calc it, but they would probably need GW-grade power plants to fly the smaller ships and TW-grade for mothership.
Well, it's easier than power German economy without Nuclear power plants.Yeah-yeah, and they power it by photovoltaics even on Jupiter orbit. I get it "it's magic, I'm not gonna explain shit".