View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0014345 | The Last Federation | Gameplay Idea | Apr 21, 2014 8:02 pm | Apr 22, 2014 9:19 pm | |
Reporter | Azurian | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.001 (Bugfixes, Large Screen Resolution Support) | ||||
Fixed in Version | 1.003 (Permadeath Becomes Optional) | ||||
Summary | 0014345: Idea: Triple Hull System like in Fighting Games. | ||||
Description | This will work as a "triple lives" system where you have a green, orange, and red hull. At end of red hull your ship emergency teleports out of the battle and you have to repay repair costs in % of credit. Please see picture. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0014452 | resolved | Chris_McElligottPark | Death is a Bad Idea |
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As it stands, you have the option to withdraw from any combat (and should be able to get away, if you max your engine and put the remainder into shield.) I don't see why players should get "emergency teleport" That said, I am intrigued about the possibility of paying for ship repairs. Sum based on actual damage (e.g. 37k hull damage = 37 credits, or 37k credits), rather than a percentage of player total funds. It would keep me from camping on an ally's planet in a lengthy attempt to ward off an overwhelming force. |
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I don't like that the suggestion is in a percentage of your credits. That's action game logic, not strategy game logic. If it scales, it should scale based on what you're facing, somehow: how many enemy ships are left, how good they are, who you were fighting, SOMETHING that makes sense. Not "you felt you had the money so sprung for the deluxe package, which doesn't function any better but would be great for picking up lady Hydrals if you could find any." |
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I absolutely concur with GC13. Here's an idea: color coordinate damage on the hull indicator, and at the higher tactical difficulty levels charge for hull repair. That'll make people think about their actions! |
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What if the cost of repairs isn't credits, but time? There's already game text suggesting that your ship can make stuff from space junk. What if, e.g., going red means that you lose 6 months? |
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I'd like it if withdrawing was made essentially free (you just lose the time you would have spent anyway, but get nothing for it) and the cost of being "destroyed" was five to ten months of repair time, and maybe some influence loss (at least with the Acutians, Burlusts, and Thoraxians who seem to be all about ruthlessness and strength). |
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It doesn't have to be Credit loss, just like GC13 said it can be time and influence lost with certain races as you repair your ship. |
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I think time would be a better penalty than credit as that would probably be easier to balance and be more consistent as a penalty. Currently you can accumulate money better than you can time. |
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Thanks! * There is now a new option in Advanced Start called "Permadeath." With that option on, things work like they have been up until now. That now defaults to off, however. Without permadeath toggled on (and it is automatically off in all older savegames, now): ** When you are on the very brink of death in battle, you'll always warp out just in the nick of time, instead. This then takes you to the hydral planet, or the black market. ** Depending on your strategic difficulty, you will lose either 6, 12, or 20 months of time to fast-forwarding while you retreat and repair your ship. This is a nontrivial penalty, in that things on the solar map may get out of hand -- so just fighting until you die still isn't the best idea; withdrawing is better. However, if you do wind up making a mistake that gets you killed, it's not just something that encourages savescumming by putting its boot in your face. |
Date Modified | Username | Field | Change |
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Apr 21, 2014 8:02 pm | Azurian | New Issue | |
Apr 21, 2014 8:02 pm | Azurian | File Added: 2014-04-21_17h00_01.png | |
Apr 21, 2014 8:02 pm | Azurian | Category | Bug - Gameplay => Gameplay Idea |
Apr 21, 2014 8:03 pm | Azurian | Summary | Idea: Tiple Hull System like in Fighting Games. => Idea: Triple Hull System like in Fighting Games. |
Apr 22, 2014 5:17 am | tbrass | Note Added: 0036418 | |
Apr 22, 2014 9:18 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 22, 2014 9:18 am | Chris_McElligottPark | Status | new => considering |
Apr 22, 2014 10:44 am | GC13 | Note Added: 0036433 | |
Apr 22, 2014 12:51 pm | tbrass | Note Added: 0036449 | |
Apr 22, 2014 1:38 pm | NichG | Note Added: 0036452 | |
Apr 22, 2014 1:45 pm | GC13 | Note Added: 0036453 | |
Apr 22, 2014 2:45 pm | Azurian | Note Added: 0036455 | |
Apr 22, 2014 2:45 pm | Azurian | Note Edited: 0036455 | |
Apr 22, 2014 2:58 pm | Professor Paul1290 | Note Added: 0036456 | |
Apr 22, 2014 8:52 pm | GC13 | Relationship added | related to 0014452 |
Apr 22, 2014 9:19 pm | Chris_McElligottPark | Internal Weight | => New |
Apr 22, 2014 9:19 pm | Chris_McElligottPark | Note Added: 0036485 | |
Apr 22, 2014 9:19 pm | Chris_McElligottPark | Status | considering => resolved |
Apr 22, 2014 9:19 pm | Chris_McElligottPark | Fixed in Version | => 1.003 (Permadeath Becomes Optional) |
Apr 22, 2014 9:19 pm | Chris_McElligottPark | Resolution | open => fixed |