# Revamping Compound Clouds

**URL:** <https://forum.revolutionarygamesstudio.com/t/revamping-compound-clouds/913>\
**Category:** Gameplay\
**Created:** [July 25, 2022, 5:29pm UTC](https://forum.revolutionarygamesstudio.com/t/revamping-compound-clouds/913 "2022-07-25T17:29:52Z")\
**Posts on this page:** 1\
**Showing post:** 25

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**Author:** ![NickTheNick](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/nickthenick/32/17_2.png) [@NickTheNick](https://forum.revolutionarygamesstudio.com/u/NickTheNick)\
**Post date:** [July 31, 2022, 6:59pm UTC](https://forum.revolutionarygamesstudio.com/t/revamping-compound-clouds/913/25 "2022-07-31T18:59:07Z")

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> [@hhyyrylainen](#):
>
> Yes, because otherwise the players can just go to a really dense clouds / engulf a lot of stuff to just get to the editor in 10 seconds.

Ah okay perfect, yeah that makes sense.

> [@hhyyrylainen](#):
>
> This seems 100% impossible to me. We can’t have the generation time going from like 5 seconds to a few minutes, so we need to have a much larger initial cost than the organelle costs.  
> If playing the first 5-10 generations are 90% just being in the editor, that would _really_ change how the game feels. It would be more like the swimming around game part just being something the player _has_ to get out of the way in order to get back to the “real” game which would be the editor.

Yeah I would definitely not want the first 5-10 generations to be 90% being in the editor. I’m sure we could make such a thing work if we implement variable absorption rates based on your membrane size and some other tweaks. I’ll experiment with that in the future. For now though go ahead and put the base cost I’m just thinking for the future.

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