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IDProjectCategoryLast Update
0005334Valley 1Suggestion - UI IdeasApr 21, 2012 10:05 am
ReporterToll Assigned To 
Status consideringResolutionopen 
Product Version0.551 
Summary0005334: <person> has been consumed by the vortex.
DescriptionCould the above message be redesigned, please? It just adds a bit too much negativity to not choosing a rescue mission over any other, even if it's just bits and bytes. Changing it to suggest that the bubble has moved elsewhere would suffice for me, at least.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Armanant

Dec 16, 2011 2:26 am

reporter   ~0017867

Feels like you've sentenced them to death by not saving them eh? Yeh it's not a nice feeling, even though it's just bits and bites XD I'd say maybe making the rescue missions not time out, but simply not provide experience after the normal time or somesuch would be cool - don't feel like you're killing anyone that way, and can go on a 'rescue spree' to rescue the half a dozen people that need it :-)

Dizzard

Dec 16, 2011 4:02 pm

reporter   ~0017878

Last edited: Dec 16, 2011 4:12 pm

On one hand I don't like the idea of npcs being doomed to die if you don't fill the mission....

On the other hand it definitely makes the whole situation seem more desperate if these are life and death missions. Sometimes you might have to make the ultimate sacrifice in other to progress even if you don't like it. Let a few die to save the masses and all that.

Although it would be interesting if they didn't always die without fail when the time (on the mission) runs out. The longer (based on mission timer) you leave a group of npcs to fend for themselves the more likely they are to meet their end in the wilderness. So that's just the risk you take.

So the two mission time pieces at first are your only guarantee the npcs will be safe...and after that the %chance of their demise goes up. (at the progression of mission time)

Coppermantis

Dec 16, 2011 4:19 pm

reporter   ~0017879

And maybe once they die they produce a vengeful ghost? It would make sense and add a small consequnce to not rescuing them. That may be bad to punish the player for not choosing a mission, though, since sometimes it's just a bad Idea to go for one mission over another.

Dizzard

Dec 16, 2011 4:24 pm

reporter   ~0017880

Actually I find vengeful ghosts to be really irritating. They don't make me feel bad for a npc dying at all....just how annoying they are.

It feels strange that all npcs that die would become vengeful...you'd think there would be some kind of karma level that decided whether a ghost would be vengeful or peaceful.

Baleyg

Dec 17, 2011 5:45 am

reporter   ~0017885

My first world on 0.522 had 3 rescue missions generated, all with a 2 period timeout. Thematically, it's one thing to be choosing to leave an NPC to die, and it's quite another for it to be completely impossible to save everyone. Just wanted to bring that to light in case you don't want such a dark game.

Toll

Dec 17, 2011 7:15 am

reporter   ~0017887

That's more because there aren't many missions to begin with though. When more mission types come in, you would be able to rescue all stranded NPC's.

Toll

Apr 21, 2012 10:05 am

reporter   ~0022571

I think this one isn't even an issue anymore.

Issue History

Date Modified Username Field Change
Dec 16, 2011 2:18 am Toll New Issue
Dec 16, 2011 2:26 am Armanant Note Added: 0017867
Dec 16, 2011 8:02 am tigersfan Internal Weight => Feature Suggestion
Dec 16, 2011 8:02 am tigersfan Status new => considering
Dec 16, 2011 4:02 pm Dizzard Note Added: 0017878
Dec 16, 2011 4:03 pm Dizzard Note Edited: 0017878
Dec 16, 2011 4:04 pm Dizzard Note Edited: 0017878
Dec 16, 2011 4:05 pm Dizzard Note Edited: 0017878
Dec 16, 2011 4:06 pm Dizzard Note Edited: 0017878
Dec 16, 2011 4:10 pm Dizzard Note Edited: 0017878
Dec 16, 2011 4:12 pm Dizzard Note Edited: 0017878
Dec 16, 2011 4:19 pm Coppermantis Note Added: 0017879
Dec 16, 2011 4:24 pm Dizzard Note Added: 0017880
Dec 17, 2011 5:45 am Baleyg Note Added: 0017885
Dec 17, 2011 7:15 am Toll Note Added: 0017887
Apr 21, 2012 10:05 am Toll Note Added: 0022571