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Poll

Population control

  • Option A 81
  • Option B 238
  • Option C 138
  • 2020-04-19
  • 457 votes
{'title': 'Population control', 'choices': [{'text': 'Option A', 'votes': 81}, {'text': 'Option B', 'votes': 238}, {'text': 'Option C', 'votes': 138}], 'closes_at': None, 'created_at': datetime.datetime(2020, 4, 19, 18, 26, 14, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 457}

Content

I need your help on an important subject of our game. I have been designing  better population control mechanism for our game for sometimes now. It is an important part of the game, as without it, a lot of features would kinda lose their purposes due to being overly easy. 

There are some options, and I have some preference. But I want to hear your inputs:

Option A - We need to feed food to all of our troops, every round, or else they could leave.

Option B - Secret Garden has limited slots at the beginning(9 slots by default). Maxing level with a monster can create new slot. Over crowded(more than slots) can create conflict between monsters that result in injuries.

Option C - Prefer the current design, no population control.

Your vote and comments would always be a great help!

Comments

Kontra

Reply. The first option (A) is complicated by the fact that you need to make a supply of food every day and send someone to hunt. This will actually be very tedious. Better to make the consumption of food (not hearts and meat) and only sick/injured monsters. The second option (B) is the most optimal, since it allows you to have an army, a limited number of monsters and gradually increase this number. It is also good that they will fight - this will allow us to take care of them and raise their level. This is the best option. The third option (C) is the worst, since the player is lost in levels and the number of monsters. And a question: 1. Can I learn more about the second option? (option B) 2. Do you plan to introduce the game to kill monsters to get the skin? (this will solve the problem of overpopulation and lack of resources.)

henningen

I voted A but i dont realy care whether A or B ( pls not C ) as long as its implemented in an interesting way. Over all worst case would be a grind. In case of A this would be a mechanic where i have actively have to hunt myself to get all the food i need to feed my army. I dont want a grind where i have to do task X to get the Y thing so many times to grind my lewds. This would feel repetitive and boring and getting the lewds afterwars would not feel that rewarding. (and i guess the reason why so many voted B is that they fear exactly that ^^) On the other hand, if hunting is e.g. a task i can assign monsters to where they automatically generate food each turn as long as theyre assigned you as a dev can create interesting situations where i as a player have to make decisions. E.g. say a monster that is hunting cannot fight in my army. If strong monsters are also good hunters i have to decide where and when i want do deploy it. Can i afford to have that monster not bring in food? Can i win an invasion with my weaker ones? How long can i keep my army fed if i swap them around? Basicly what i hope for is not unlike the system thats already in place with the conquered terretories but in a meaningful way that forces me to make choices. Also a grind would imho be a total miss flavour-wise. I see Lilith as queen of the hive. A queen does not hunt. She makes decisions and the breeds ofc to expand the hive. :D I case of B im not entirely sure what "Maxing level" is exactly, but either its relatively easy to get theese levels or its grindy. if its easy the limitation is basicly non-existing since maxing the level gives you a new slot anyways and if its grindy... well, duh...

RambunctiousSloth

I agree the population thing is an issue - I currently have too many tentacles to manage, and it's starting to become a pain to scroll through the pages. Even with the mechanism to release (btw, what the heck is Lake habitat? And there don't seem to be options to release Cave and Volcano tentacles) them into territories, there is no option to let them go for good.

Coffee Enthusiast

Maybe a mix of both A and B. Have injured tentacles consume food (like Kontra said) and manage the population. Also i think B has the most potential. You could get more slots as bonding/leveling rewards or have rioting monsters as a minor event/quest.

Reversal

As many people people have said, I think a mix of A and B would work really well. First things first before food becomes really important though, I think it would be nice to be able to assign tentacles to collect food indefinitely, until unassigned. That way it becomes less tedious for the player. Perhaps have a slight chance of tentacles fighting at any point throughout the game, but once they reach max level this chance is either 0 or very low. So having a dozen or so low level monsters would result in a lot of injuries. I think the best way to apply this would be to have the chance increase exponentially with the numbers of tentacles, but as the tentacles level up they contribute less to this number, i.e, and level 0 would contribute 1, and a mid level would contribute 0.5, and a max level would contribute 0 or 0.05. Injured creatures should consume more food. This should make having a sort of balance necessary in the game, adding some form of difficulty and challenge to the player. In conclusion, none of us what to have to grind to get through the game, however if you convert this grind into more of a resource management scenario, I believe a lot of people would enjoy it quite a bit. Thanks for the poll! really great when a creator asks for feedback and advice from the player base, definitely something that is in very short supply in the industry. keep up the fantastic work.

Aryn

Another option is that, if there's a chance of a tentacle leaving, she could try to keep them from leaving by spending time with them directly, consumes one of the possible breeding slots but stalls their departure.

Ichthys

I like the idea of increasing difficulty for higher populations while retaining the ability to maintain as many as desired, just with increasing challenge or investment required to do so. The food, for example, would be good as long as it was still possible to offset the food cost in some way, or produce ever more food with increasing effort. Same with the conflict option.

MrBlack

I would prefer a simple release mechanism to any of these but I will vote B since it's the least annoying

veritaz

The point is right, but too early. Without economic system and correct hunting would be better to debug B-idea, A-idea needs much more work.

Gary Johnston

I would vote for B because as it is you can spam the lair beside the hut and just get a bunch of monsters fast whereas with option B it would prolong the process and encourage you to build up the units you have

BearEngine

I know I am a bit late to this, but what about an option D: Use the pokemon Go method of "transferring them away" (A.K.A. sending them away permanently)? At least during development, this could help with population control.

Weird Insect

I believe that "reproduction" should be encouraged in this game. A player should be rewarded for making more tentacles. Let's explore other options: Perhaps you could unleash extra spawn to an enemy's territory crippling their defenses before hitting them with your Royal Army? Or how about collapsing multiple of the same "monster card" into one card showing a quantity in a corner? I'd rather give Lilith a benefit for birthing a large army of creatures.

John Solorzano

I would suggest a way to "sell" tentacles for resources, so players have some agency to which ones leave. It would suck to loose a tentacle that you put a lot of time leveling and have only low level ones left.