Over time, a lot of systems etc. became needlessly complicated, creating a weird state where it's likely too overwhelming for new players and trivial/repetitive for others.I've tried some things with different game modes/modifiers like standard/simplified, but there are more fundamanental issues. Adding further bandaids etc. probably won't solve much, so I'll likely want to do some bigger overhaul eventually to simplify some stuff.
Doing the proposed changes likely won't be too hard/take long, but I don't want to maintain two separate versions with content updates etc.Once done, I'll probably decide which version to continue.
It won't happen yet, but I wanted to gather some opinions on the idea. (Next normal PoP update will likely still take a few weeks)
Temporary plans/differences:
Main gameplay loop:
A big difference is removal of time and stamina.Each day you can quickly arrange your characters in one screen (drag in party/job slots/breeding etc.)Use resources to unlock/improve various slots. Resource aquisition is more important.You then choose an expedition/portal to go on from a smaller selection. Fixed selection for special quests etc.Portals may have step limit until end with some quests or optional objectives to achieve. Can take a few supply items with you with various effects, effectively replacing camping.No revisiting/building in portals? Just explore and find interesting stuff/resources and recruit rare characters.Portals are more mysterious/interesting with less known before you enter.Bring camp supplies to heal, tools to mine, teleporters etc. based on known information.Better rewards/stronger stuff further away from portal.Upon return, the day resolves and a short summary window is shown (jobs/breeding results). Then next day begins. Between expeditions you have a few actions to spend on stuff like arena fights/dates or shows. Skipping expeditions may grant additional town actions next day.
Stats/Characters:
Genes give direct stat increases. (e.g character with 5 base strength and 2 strength genes will have 7)Maybe species/uniques have slightly different gene weights, replacing growth values. 1 strength gene on a centaur may grant +2 str, while it only gives +1 on a plantgirl etc.
Breeding focuses more on gene distribution with cap on total points. (e.g if you want to get max str and hp, you may not be able to increase other stats much) Total gene cap may increase with higher hostility portals.
Level will likely change in some way. It's fixed at maybe max lv 10. Levels won't give stats, but skillpoints to customize them. Each character may have a few small skilltrees you can assign points to. (Linear upgrades with some mutually exclusive choices)Centaurs will only have a centaur skilltree, while pegasus has a centaur and harpy skilltree. Empty slots may contain generic trees of varying rarity like "offensive","fire" etc. Can choose available trees during fusion. With 3 skilltree slots, pure species have space for 2 random ones, hybrids only 1. Uniques have fixed starting skilltrees.Skilltrees affect base stats, unlock passives/skills etc. (Characters can learn more than 4 skills and change between them at home)Or alternatively, levels/exp just don't exist and you purely upgrade through getting better gene caps and traits from later portals.
Likely lower genetic trait count.
Simplify/remove some secondary stats like fertility/virility. Just create one egg/day if paired. Bonuses obtained from traits.
Some small things that are currently based on stamina or time and wouldn't be worth spending a day action will be removed or changed.
Maybe stamina will stay in some form purely for special actions/certain work options. Like just have 3 stamina points that always regenerate 1/day at base. (sex training / summon spirit / crystal production for crystalgirls etc.)
Rework goals:
Less, but more meaningful decisions at a time. less micro-management.Characters should feel more unique with more focus on synergies and special abilities/traits, instead of mainly ending up stacking max stats on everything and giving the best generic skills.Building/customizing existing characters should be more fun.Difficulty more based around adaptability/creativity than knowledge.Shorter runs that feel a lot more varied based on the characters/traits you get.Clearer direction at all points, especially beginning.Easier balancing and difficulty scaling.
Consequences: (when doing the changes)
Lower potential for building overpowered characters.Less micro-managing could also be bad.Portals are likely single use, with some exceptions. Building in portals likely won't be expanded on. (wouldn't be worth it spending an expedition/day to revisit)Base stats will need to be a bit higher to make changes in growth/genes/items more nuanced. (like 50 hp and 10 str for average lv 1 character)
What are your impressions?