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Post by resistor on Jul 29, 2017 17:40:21 GMT -5
Could we get choices to affect the outcome of cards in the card mini-games (patrol, etc.)? Here's an example of how I imagine it might work: after drawing a Crew Danger card while exploring, the player could choose to order the crew to try to seek sheltered positions, which would reduce the crew damage by 30%, or try to rapidly march back back to the ship, which would involve a skill roll that decides whether the crew takes full damage or no damage (as is currently what always happens). Since this would give players more agency in card games, perhaps people who don't like how random card games currently are would prefer it like this?
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Post by MintDragon on Jul 29, 2017 22:27:05 GMT -5
I usually avoid card game based missions until I get several toss out/re-roll/replace with positive card talents. Also, you always have the option of leaving (to seek medical, repair, or spice hall) and come back if you want. Or abandon the mission altogether.
Not sure I understand increasing the complexity of card games, but would encourage balancing through additional creative card-influencing talents (ex. Level 11 replace card with success card type talents)
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Post by resistor on Jul 29, 2017 22:47:23 GMT -5
I usually avoid card game based missions until I get several toss out/re-roll/replace with positive card talents. Also, you always have the option of leaving (to seek medical, repair, or spice hall) and come back if you want. Or abandon the mission altogether... I'm not talking about card game missions. I'm talking about results for normal cards. Do you only play the card games when missions are involved? I often play them outside of missions for their own rewards. What I mean to suggest here is for players to have an option to choose to risk more for a potential rewards, or take a lesser guaranteed outcome, kind of like the options players have when exploring anomalies in ST4X.
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Post by MintDragon on Jul 29, 2017 23:10:41 GMT -5
Got it. Yah, I'm not using them outside of missions so far, but I'm intrigued by the danger reward dynamics (esp the wilderness descriptions). Planned on tackling that when I start playing as an explorer... but thx for clarifying 👍
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Post by fallen on Jul 29, 2017 23:28:12 GMT -5
Thanks for the suggestion. I don't think we will be adding a follow-up choice to the card game. It isn't something in the mini-game's design, nor would it help the pacing to have so many decision points before any type of return is generated. Some players don't like the card games, but some players don't like merchanting and some players don't like combat, so that isn't something that particularly bothers us.
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Post by bookworm21 on Jul 30, 2017 10:03:37 GMT -5
I keep missing mission deadlines due to too many card games I love the way the possible outcomes can be seen, and that is no longer a stab in the dark like it often felt in STRPG. It makes it often worth checking for all captains, just in case you get a good hand of card.s. It's also clearer for new players - they won't end up wasting a load of time on card games they aren't specced for as they can see is only a 20% chance of a non-terrible outcome (for example) I noticed that in the case of a card doing damage, the hull health bar changes while the cards are still fading out. This ruins the tension for me - could it be changed so the UI only update after the card is revealed? ST2 is so much more compelling to play than I remembered - I think my break was well worth it!
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Post by fallen on Jul 30, 2017 17:36:40 GMT -5
bookworm21 - thanks for pointing out the issue about the HUD update. I have updated all the HUD updates to run after the selected card is shown.
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