Gen_McMuster

u/Gen_McMuster


r/menace•

Professionals Vs Auxiliaries

Is theme that is everywhere in military history and gets explored a lot in literature. It's a major part of the Anabasis (spartans get lost in the middle east) from the classics and stuff like Fields of Fire (vietnam historical fiction) plays with it a lot too for a more contemporary example.

"A well-equipped professional expeditionary force is indispensable but if cut off will never survive or succeed in it's mission without the help of local auxillaries" is an all-time dynamic but rarely makes it's way into games and Menace's squad-lead design leans into this a lot. And while the meta-progression systems already have elements of this (trust, black market),

27333

r/Battlefield•

On Cairo and Iberia the dense winding flank routes, lack of open dangerous ground between tight areas and the absence of true strongpoints makes it so any time the game could slow down, that stability is overcome by the map design.

Meaning, anytime pitched head to head gunfight develops where things like revives, resupply and gadgets might decide the fight one side gets wiped by a random flanker who didn't even intend to flank them because the map just funneled them there.

This results in the optimal mode of play being "run around the map and encounter people to get in aim-duels with and get free kills on goobers who were covering the wrong angle" which is where the "its cod" complaints co

35

r/factorio•

Actually cracked up a couple times watching through them, if you haven't I'd recommend watching them for a bit.

Also some clever tutorialization of things that aren't super obvious (like spidertrons crossing water) and failure states a lot that most players (hopefully wont) see but look really cool.

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r/SatisfactoryGame•

Without resorting to nefarious practices, we have 106 Somersloops at our disposal for use in doubling our recipes.

Smelters/Constructors use 1

Assemblers/Foundries/Refineries?Converters use 2

Manufacters/Blenders/PAs/Encoders use 4.

There is currently prevailing wisdom that sloops are best used downstream, at the end of production chains. While this is certainly true of the big final 2 phases of project parts, the return per sloop can be higher if youre trying to stretch specific resources further rather than trying to reduce overall footprint. Especially considering we only have enough sloops to dupe 26 Manufacturer tier buildings.

For instance lets look at how to use sloops to reduce

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r/victoria3•

It's also for creating consumers for your goods, as peasants cover almost all of their needs via subsistence output.

A Japanese peasant who becomes employed in a coal mine isn't just creating coal for export into your market, he's also becoming a customer for your chairs, shirts and grain! This allows you to make better use of those resources youre importing to re-export to the emerging consumer market you're sponsoring.

21014


r/victoria3•

The change in ownership mechanics allows manor houses to own industrial and resource buildings, given that it would make sense for a portion of aristocrats to support the industrialist IG based off how entangled their manor house is with modern enterprises. Historically in nations like Russia and Japan the strongest modernizing voices were people from backgrounds in the nobility.

Failing that, it would be beneficial if pops with a stake in industry, foreign investments and urban life would spark movements in favor of economic modernization (namely getting off serfdom and traditionalism), currently there is very little pressure from your elite to develop at all even when you have technology

18121

r/victoria3•

Currently, too much of the gameplay loop relies on min-maxxing construction sectors, trying to ride the line of deficit spending while placing down new sectors as your economy grows, retooling them every time you change pm so you don't blow up your budget is something you need to be chasing over the course of the entire game as a player, while the ai doesn't really know how to chase it at all. I expect the micro involved in managing them and the ai's incapability of keeping up with them to be excarbated by the upcoming addition of foreign investment and absentee ownership.

Frankly the current implementation is unmanageable by the ai, ahistorical, economically nonsensical, and I just don't l

61286

r/ManorLords•

By my count, excluding farmer and artisan based production lines, a village needs ~10 families assigned to get the initial production lines for fulfilling lvl 1 market needs and grow the village with construction, half of which either overproduce or work so fast they run out of work and spend most of their time idle, both require micromanagment.

A gatherer family spends most of the year doing nothing, so i have to toggle them off, herds take forever to replenish so it makes no sense to leave a huntsman in his camp if the herd isn't ready for harvest, buildings with multiple output or outputs that don't go to market will get clogged, meaning my rural hamlet of 20 people needs to have 2 full

45

r/Helldivers•

Experimenting with the barrages, 120s, 380s, 500kg and airstrike bombs all have a fireball radius that matches with their graphical effects which kills or take a huge chunk out of whatever it hits. There is also a slightly larger radius that will kill small targets and ragdoll standing players but it's only slightly bigger than the kill radius. Meaning most of the terrain subject to a barrage won't by touched by any form of damage so arty mostly misses or overkills what it does hit.

Other games like Rising Storm have artillery barrages with similar shell patterns and cooldown times. In that series, if you're inside the fireball you're pai

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