View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028239 | Heart Of The Machine | Suggestion | May 18, 2024 8:24 pm | May 19, 2024 3:00 am | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | feedback | Resolution | open | ||
Product Version | 0.506 More Fixes | ||||
Summary | 0028239: Non-homicidal gameplay | ||||
Description | I 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? | ||||
Tags | No tags attached. | ||||
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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. |
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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. |
Date Modified | Username | Field | Change |
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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 |