- Joined
- Jan 28, 2011
- Messages
- 100,228
On pause:
http://forums.obsidian.net/topic/63123-crazy-idea-real-timeslow-mo/
In our current build, we already allow the game to either be paused or dramatically slowed. A while back, a number of people requested the "slo-mo" option because (among other reasons) some are micromanagers who wind up in a constant pause-start-pause-start-pause pattern every few seconds. The slo-mo toggle required virtually no effort on our end and seems to play reasonably well so far.
Excellent! This may help introduce a new generation of micromanaging turn-based fanatics to the RTwP paradigm.
Occam's razor? Those things you're describing would require far more tuning and effort to create, and might still end up broken, cheeseable or metagameable.How about making stuff not stay put for long after you leave location? How about introducing constant funds sink, like consumables, that simply makes just travelling back and forth cost you more than you get from selling rusty crap in bulk? How about making items less resaleable, both due to degradation (as was already mentioned) and lack of demand?
Designers, Y U SO DUMB?
But of course, simulationist gonna simulate.