Does the ingame time pass in turns or more like real time?
I personally would have wished that this game would of played like Detroit and Motorcity, in turns..

Killrob wrote:Say your R&D team finishes your current research on the 2nd of the month, your factory finishes the tooling for your new production line on the 10th, a fire broke out in one of your other production facilities on the 13th (and now people sit there waiting for new orders after one production line has been destroyed), on the 23rd your engineers finish the reworking of one of your engine blueprints, on the 24th one of your contractors offers you a ground breaking tech which changes one of your current designs such that you would need to cancel the current efforts.
Daffyflyer wrote:Consider it like the Anno series in terms of how it would play i'd say, whilst there are only major events to respond to now and then, there is always a bit of tweaking that can be done, you can always be tweaking prices, checking on marketing campaigns or what have you.
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Der Bayer wrote:Though I cannot imagine how every detail will work, I think this is a more modern gameplay.
Der Bayer wrote:And I suppose the devs have spent more time thinking about the mechanics than me, so I fully trust in them.
Der Bayer wrote:I definitely see the advantages of realtime gameplay as there are some things I don't like about turn-based games. These arguments sure are a bit one-sided, though I would not have a problem with Automation being turn-based:
FordManFromHell wrote:Good point, however the game could be allowed to pause even in the middle of the month IF some important event occurs that needs the players attention. I belive there was at least one game that I have played which had this kind of system, but I cant remember what game it was (perhaps it was Motorcity?). Also I cannot see any reason why the game couldn’t advance in weeks instead of months (not saying it should though).
FordManFromHell wrote:Well first of all I havent played the Anno series, actually now that I think of it the last real-time strategy game I purchased and played was C&C Red Alert in the 90's. That said I do understand that my opinion "might" be a "bit" biased, but nevertheless please do continue reading. I of course cannot speak for everybody, but Im a bit of perfectionist when playing games. This basically means that the more there will be tweaking for the player to do in small amount of passing in-game time, the more it starts to feel like a work instead of a fun game. Don't get me wrong since I kind of like tweaking, but if there will be something to tweak all the time then it starts to feel like that the game isnt advancing at all. In this sense id rather make the tycoon part of the game more "big picture" -like and let the player only tweak things between predetermined amounts of time, between turns. It doesnt mean that if you make it turn-based that then the game has to be less detailed, it only takes away the need for the player to tweak stuff between short amounts of time.
Im not saying that the tycoon part of the game shouldn't be any challenging, because it most certainly should be challenging. But what i am saying is that I reckon that there is a possibility that this game would not gain anything from going real-time, instead it would perhaps only make it seemingly challenging game by making things needlessly complicated.
Killrob wrote:There is another component to that too: skill. Especially in multiplayer (I'm speaking for myself but I assume Andy and Cas agree on that point) the best player should win... not the one that bored the others to death. In a real time setting you need to make decision fast and accurate, and the one doing it the best will have a deciding edge over his competition.
Killrob wrote:I don't buy into the real time is more modern either, that's probably what analysts tell you... but analysts are generally not gamers and don't have a clue. Real-time and turn-based systems are both superior in their respective application... and while classic tycoon games used to choose a turn-based structure, I don't see it being superior for Automation, quite the contrary.
Killrob wrote:On the other hand: how is that any different from pausable, break-point supporting real-time? I don't see the difference: it is setting the progression of time to infinity (i.e. very very high) while NOT paused. You would still get your monthly resume and break-points for special events.
Killrob wrote:I still do not see how a pausable real-time game means that you don't get as much time tweaking things?
Daffyflyer wrote:Beyond multiplayer and all the other things we've talked about is the simple fact that we like real time strategy and tycoon games, much as you like turn based ones. In the end, real time is the option we decided we favor for this project.
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