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IDProjectCategoryLast Update
0028239Heart Of The MachineSuggestionMay 19, 2024 3:00 am
Reporterptarth Assigned ToChris_McElligottPark  
Status feedbackResolutionopen 
Product Version0.506 More Fixes 
Summary0028239: Non-homicidal gameplay
DescriptionI generally wanted to play a nice friendly not so murder oriented robot. However, most of my action end up with me just killing everything. Are there viable less homicidal routes? Did I just miss them? Am I just a murderhobo at heart?
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Chris_McElligottPark

May 18, 2024 8:48 pm

administrator   ~0068236

Well, in general, combat is about 1/3 of this game's content. You have to fight enemy combatants. What you don't have to do is murder innocents, etc.

In general, right now it's being very up the middle in terms of the nice versus mean route, but if anything it leans a bit nice. So some of the plans for some meaner things are coming in chapter two, once I get through other bits.

With that said, if you have ideas for inflection points where you wanted to do something nicer but had to do something you felt like was more mean, then I'm open to suggestions to broaden certain areas in chapter one, if I can.

Skipping all combat and just being a pacifist is really not going to work in a city environment like this, and again that would eliminate like 1/3 of the gameplay. But exploring more nonlethal options is something that comes up later, but I could try to work in something sooner than later.

A big part of the problem is that I need to make sure and teach combat, and so there's a certain limit to how many options I can give players in chapter one.

ptarth

May 19, 2024 3:00 am

reporter   ~0068264

There were a number of interesting and unique battles in chapter 1 for me. The investigation of the water purification plant. The combat transport. The extraction heist of the 2nd combat transport. Combat air support. The defense of the toilet paper factory. Those were cool. Those were fun. But there were also a large number of battles with 1-3 units that just required spending a few actions to get through and were soon forgotten. Allowing some noncombat solutions to those encounters (be it bribery, persuasion, stealth, etc) would have the same opportunity cost (1-6 mental energy), but wouldn't require more forgettable weapons testing.

It would also allow more diversity in approaches. My team was 2 combat, 1 nickelbot, and 1 technician. With that much firepower, combat was generally easy. But I also couldn't rotate out the combat androids, because I would risk being too weak to handle a combat that did have more combatants than expected.

Issue History

Date Modified Username Field Change
May 18, 2024 8:24 pm ptarth New Issue
May 18, 2024 8:48 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 18, 2024 8:48 pm Chris_McElligottPark Status new => feedback
May 18, 2024 8:48 pm Chris_McElligottPark Note Added: 0068236
May 19, 2024 3:00 am ptarth Note Added: 0068264