View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0012385 | Bionic Dues | Balance Issue | Sep 13, 2013 12:47 am | Sep 13, 2013 2:01 pm | |
Reporter | GrimerX | Assigned To | |||
Status | closed | Resolution | open | ||
Product Version | 0.907 Start Of Alpha Round 2 | ||||
Summary | 0012385: No post-mission reason to prevent damage to exos, or avoid strolling around the map | ||||
Description | Seems there is no lasting impact to damage done to exos during a mission. Haven't had equipment destroyed, or needed to pay to repair anything. Would like to see a mechanic that makes it worthwhile to take care of the equipment, rather than get reckless near the end. Also no cost to me using as many moves as I would like. Definately un-roguelike :) Example of how this effects play. 1) Can be really cautious, scanning much of the map, then engaging 2) Since you can't use loot that you find in the level, might as well leave all the hacking for the end so you know what your options are. Being able to run around the map forever also is in conflict with the flavor of the game -- these areas should be dangerous "enough" even after clearing them that I wouldn't send my kids to go play in the park... | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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The bit with using as many moves as you like, I dont think is a problem in this particular game. The central reason why many roguelikes use "hunger" or "vitality" system is to prevent the player from being able to grind at all, particularly as many roguelikes have new enemies constantly (yet slowly) spawning in each level. The mechanic forces players to keep moving into each new area without being able to just grind for stats first. But as this game does not have experience or levels for the player to begin with, and no new enemies ever spawn, it doesnt matter all that much. Adding in a "vitality" style mechanic here would be very arbitrary. |
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Agreed that a direct mechanic port doesn't make sense. The goal isn't so much about the need for energy or vitality or whatever, more to add a sense of urgency about the mission itself in some way that isn't unnatural. The things I was thinking of are along the lines of: 1) A fuel or energy resource. Maybe some tradeoff between energy available for the mission and energy to power components -- so sacrifice shields to buy more time. And/or find it on the way. 2) Some global impact, such as increased manufacturing capacity (cat's away, mice play), or decreased savaging (time spent on the mission and not helping back at base) That said, I'm not happy with either of those. Maybe the devs can think of something better. And/or it's not the right point in the release to be thinking about this, best deferred for 2.0. |
Date Modified | Username | Field | Change |
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Sep 13, 2013 12:47 am | GrimerX | New Issue | |
Sep 13, 2013 8:39 am | Misery | Note Added: 0033590 | |
Sep 13, 2013 11:21 am | GrimerX | Note Added: 0033602 | |
Sep 13, 2013 2:01 pm | tigersfan | Internal Weight | => New |
Sep 13, 2013 2:01 pm | tigersfan | Status | new => closed |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |