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See the repository this one is cloned from to understand what I'm talking about.

Some things I have in mind, and will be working on (if I ever have time) here (but feel free to just take the idea and work on it yourself):

Code changes

-> Object properties configurable per difficulty level (done)

-> Suspicion increase depends on type of base found (owned PCs happen all the time, quantum computing cluster on dark side of the moon, not so much) (done)

Data changes

-> Add some new base types (thinking of 'botnet' (done), 'cargo container computing unit')

-> Decrease covert discover probability of PC daemons and single hosted servers (it's such small stuff they don't care)... or maybe, it doesn't matter once I have smaller suspicion attached to them.

-> Do something about quantum CPU power/price ratio (now it's an instant game won)

Grand plan

After the 'warehouse full of cluster CPUs'-level, the game is currently pretty much solved (because you will almost automatically have so much money that you can just rebuild when discovered). Some thoughts that could possibly resolve this issue, by adding additional things where those CPU cycles would go, preventing the 'singularity explosion':

Add additional resources. A natural resource type for this game is identities. The identities would require CPU to build (need to hack other systems) and to maintain. And identities would be needed for jobs. This would at least limit the effectiveness of having 300M simulacra controlled from moon, grinding billions of cash in a day. The big money needed to build the dimension bubble would then have to come from somewhere else.

Resource types: identity (need one per CPU per job, except for menial jobs), company (need one to rent data centers, warehouses), international megacorporation (need one to launch stuff to space).

Identities can be built with CPU time, and require CPU time (a minor amount) to maintain, so there's a penalty for just stocking up. When a base is discovered, some identities will be destroyed (could be, for example, the percentage of CPUs that was lost in the discovery).

Companies need CPU time, money (maybe 5-20k) and labor (7 days?) to set up. They produce a small amount of money, but need some CPU to maintain. When a base that needs a company to build is discovered, one company is discovered with it and lost. If the player has no companies at the moment of discovery, the suspicion increase will be larger than normal.

International megacorporation needs a lot of CPU, billions of money and 90-180 days of labor to buy (obviously, in the game's timescale, there is no way to credibly build one from scratch). It naturally produces a lot of money but takes a lot of CPU to maintain. Because it is mostly composed of real people (only simulacra are the elusive majority shareholders and CxOs) and has proper legal representation, it can successfully defend itself even in the event someone discovers something strange about the moon bases ("our experimental research AI went stale, we had to shut the whole base down" -> actually a reasonable explanation how moon base being "discovered" causes it's termination). So the only way to lose a megacorporation is CPU maintenance starvation.

Spend CPU cycles on counter-intelligence. Increased spending on counter-intelligence would give a chance to find out about discovery attempt before it happens, allowing to relocate before discovered. Depending on how successful the counter-intelligence is, the result outcome could vary within (they find nothing, just cost of relocating | they find and destroy the base but I had time to properly dispose anything that's suspicious).

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