View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028462 | Heart Of The Machine | Gameplay Issue | May 27, 2024 6:32 pm | May 30, 2024 9:28 am | |
Reporter | Bobtree | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | not fixable | ||
Product Version | 0.524 Black Market Contacts | ||||
Summary | 0028462: StreetSense icon shuffling is confusing | ||||
Description | Bots with StreetSense engaged don't see the same icons. Moving a bot randomizes its available icons. Set up your units for an ambush, end turn, and the encounter you were preparing for is gone. Dance your units around a couple turns and maybe the icon comes back. This shuffling makes the world feel incoherent. It would feel better if each icon persisted a few turns and they were consistent between different bot views. | ||||
Tags | No tags attached. | ||||
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This is very fundamental to how streetsense is coded. It's meant to basically show that there's a ton of stuff going on in the background behind what you're seeing. The information in there is enormously contextual, so having it be the same per android would be outright impossible. And having it shift every time you move is intentionally done for various balance reasons. All of the streetsense stuff is so minor in terms of threat to you that there shouldn't be any reason to set up for an ambush that precisely. Some do spawn hostile units, but they're pretty mild in the grand scheme of things. The general idea of streetsense as a concept is that these are blips on your radar of a specific unit, out of a very busy city, and you "move it or lose it" to grab them. Contemplation works entirely differently because it would be really frustrating for a mechanic that includes larger context like that to work this way. StreetSense is for the small-scale stuff. |
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I understand, but I strongly dislike it. These things just feel bad to interact with. It sucks to get info about a thing I want to do which I then can't use. It wastes player time reading the icons and actual game turns looking for the option you need for a specific bot. Unit dancing for heals & disguises is needless busywork. There's no interesting decision making there. It contradicts the flavor text which emphasizes that your units are super fast. Resource piles especially shouldn't be gone in an instant unless they're being transported. The ephemerality of these opportunities is not believable unless the whole city lives in 24/7 surveillance lockdown. That last one, if that's how tight the city surveillance really is, at least suggests a gameplay mechanic where you cause local surveillance blackouts to create bigger windows of opportunity or distractions, perhaps at the cost of some armed response or temporary extra scrutiny afterward. Likewise, deliberately inducing resource transportation in order to hijack the goods en-route could be a fun mechanic. Say you want something that's sitting under a mech, so you can't easily spend turns there stealing it. Destroy the resource from a distance so they have to ship replacement stuff. Then throwing in a surveillance blackout to grab some rare goodies is extra useful and fun. |
Date Modified | Username | Field | Change |
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May 27, 2024 6:32 pm | Bobtree | New Issue | |
May 27, 2024 7:11 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 27, 2024 7:11 pm | Chris_McElligottPark | Status | new => closed |
May 27, 2024 7:11 pm | Chris_McElligottPark | Resolution | open => not fixable |
May 27, 2024 7:11 pm | Chris_McElligottPark | Note Added: 0068771 | |
May 30, 2024 9:28 am | Bobtree | Note Added: 0068889 |