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IDProjectCategoryLast Update
0019449AI War 2Gameplay IdeaMar 15, 2018 12:27 pm
ReporterChris_McElligottPark Assigned Tokeith.lamothe  
Status consideringResolutionopen 
Summary0019449: For an expansion: Meatbag Casualties option.
DescriptionYes, ships are crewed. But generally the escape pods work great to keep people out. But what about the odd cases where people can't get away in time? I'd like to see the ship caps drop over LONG periods of time if the player gets involved into extended wars of attrition with the AI if this game option is enabled (it would be off by default), because of the lack of humans to pilot new squads.

Example:

Basically if you wind up losing 3000 squads of bomber mark 1s, after that you start having a chance of losing a crewmember and then you might go down by 1 in your max cap of available squads of bomber mark 1s. That way if you play for a REALLY long period of time, and you just are constantly trading ships with the AI, then you wind up losing progressively more of your ship cap because of no longer having living crew for them. Down to a min cap of 1, never fewer than that. And on a per-ship-type-and-level basis, so you really have to work at it to lose even one for your cap. This would be more about the general flavor, and knowing that it COULD happen in the future, that you're inevitably moving closer to that, makes each death of a squad feel more notable.

That's actually a mechanic that would be pretty easy to code, I bet, and it would be something that we could turn off or tune, and it's also the sort of mechanic that wouldn't impact the game much except for making players FEEL a certain way about ship losses, which is in itself valuable. The change would be pretty much psychological and not much else, given how long it would take to lose 3000 (or whatever) ships to lose even 1 from your ship cap.
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Activities

Chris_McElligottPark

Feb 20, 2018 8:20 pm

administrator   ~0047026

Notes from Eric:

I think this sounds like something that deserves to be explored more in an expansion. Building stealth pilot recovery ships for escape pods and/or staging raids to recover prisoners that the AI has transported to containment facilities to restore your fleet cap is interesting. You could even give the player a way out by allowing them to train replacement pilots from civilians if they can't rescue the pilots in the field (maybe at some cost + time).

BadgerBadger

Mar 15, 2018 12:03 pm

manager   ~0047204

It occurs to me that just counting the total number of casualties/ships built might make for a fun during/post game stats screen for things like "What units did you make? How much total metal did you spend? What casualties did you suffer? What ships did you kill the most of?"

Chris_McElligottPark

Mar 15, 2018 12:27 pm

administrator   ~0047209

Yeah, I love that sort of thing. If we were tracking this over time, I have some tooling that can let us do pretty epic graphs, too. It's one of those things that's out of reach mainly because of time constraints right now, though.

Issue History

Date Modified Username Field Change
Feb 20, 2018 8:20 pm Chris_McElligottPark New Issue
Feb 20, 2018 8:20 pm Chris_McElligottPark Assigned To => keith.lamothe
Feb 20, 2018 8:20 pm Chris_McElligottPark Status new => considering
Feb 20, 2018 8:20 pm Chris_McElligottPark Note Added: 0047026
Mar 15, 2018 12:03 pm BadgerBadger Note Added: 0047204
Mar 15, 2018 12:27 pm Chris_McElligottPark Note Added: 0047209