GrumpySpaceGamer

u/GrumpySpaceGamer


r/TedLasso•

So it seems to me they're trying to set up that Keely is torn between having feelings for Roy, but still having lingering feelings for Jamie, also.

My prediction is: They're setting up a polyamory storyline.

Okay, I know what you're thinking, but stay with me here.

It probably goes something like: Keely isn't sure if she should be with Roy, even though she loves him, because she still has lingering feelings for Jamie, and aren't you supposed to only have eyes for the one you love? This is why she seems to be having doubts at the end of Season 2.

They break up, but Keely is miserable. She gets together with Jamie, but she still loves Roy.

She learns about polyamory from some other chara

06

In the Voyager episode "Deadlock", one version of Ensign Harry Kim dies, but is immediately and seamlessly replaced on Voyager's crew by his duplicate - one of only two survivors from a duplicate Voyager that was destroyed.

Given the point of divergence between Harry Kim and his duplicate was only in the recent past, and that Voyager is stranded in the delta quadrant and can't defer to Starfleet HQ, it's understandable that his duplicate would simply take over as the Harry Kim on board without too much fuss or concern (aside from the nagging existential questions about him being a duplicate of himself that are never again addressed).

However, what if the point of divergence was more sign

4544

r/airportceo•

Just picked up the game on Steam and I'm still working my way through the tutorial, so maybe this is something that gets resolved/addressed later on, but: What's with my staff having absolutely no stamina?

I've noticed that, generally speaking, all of my staff can go from having a full energy bar to zero energy in less than an hour into a shift.

Is this a bug? Is there something I'm missing? Should I be doing something to make my staff more resilient and able to work for, I don't know, more than just one hour without depleting all their energy immediately?

Like I said, maybe I'm just not far enough into the tutorial and this is addressed later, but it's really odd to watch my securit

163

r/fusergame•

Long story short: Playing almost 24 hours straight since buying the game, I have beat the campaign. I'm really into Fuser.

But now, I don't really know what else to do.

Freestyle is fun for messing around, but the numbers don't go up. You don't get XP, there's no score, etc. I want to earn XP so I can unlock more tracks/effects/etc.

On the other hand, Battles seem kind of confusing and frustrating. I don't really know what I'm doing or why I keep losing, and I'm not sure if I care enough to want to learn or get better at it. (To be honest I've never been into online competitive multiplayer in any game.)

I submitted a mix for the community event, but that didn't take very long.

I

7612

r/tropico•

I really hope Kalypso are planning on making another addition to the Tropico franchise - but not so far into the process as to already have a clear vision for it, so that this post might serve as some inspiration.

I really love this franchise, and I've spent an embarrassing amount of my free time this week brainstorming and jotting down ideas for what I'd like to see in the next Tropico - I literally have pages and pages already. I realize some of it is just pie-in-the-sky dreaming, but I think some of these ideas could be realistically implemented without needing to completely reinvent the game.

But if I had to pick just one, big change, or a theme I'd really like to see the next game foc

4026

r/Stellaris•

I'm not an expert at Stellaris or economics, so walk me through it gently.

I think I understand it from a game perspective, and the mechanics of how it's meant to work.

What I don't fully understand is what it is meant to represent, exactly, from an immersion/lore perspective.

The game describes "Trade Value" as:

"...civilian day-to-day economic activity".

Okay, so I interpret that as the exchange of goods and services between civilians. Consumer Goods are produced by Civilian Industries buildings, which are exchanged by pops, thus Trade Value. So that makes sense in inhabited systems.

Why, though, is Trade Value sometimes produced in the middle of nowhere?

Case in point: https

1521