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Post by brentaur on Aug 11, 2018 8:32:21 GMT -5
I'm certain someone at some point has had this idea. I would love it if while working on jobs (patrol/blockade/spy/explore) you might occasionally encounter complications (good and bad ones) that would require one or more decisions and a little risk/reward.
So when patrolling you might encounter the ubiquitous "ship in distress" and have to choose between 2 or 3 options ("not my problem", help, and maybe help with a higher risk to your crew).
The card game is very cool and has just enough strategy and risk/reward to keep it from getting stale, but it often doesn't feel like your crew is actually working on something (unless combat ensues). For me it feels like it could just as well be a literal casino game that could cost you in weird real world ways ("You just busted on that last hand of blackjack. Now we will be punching 20-Command of your crew in the stomach.")
You might encounter a grav who, if you help him with something, might return the favor by speeding up your mission or increase rewards from the card game. Or quicksand! Because quicksand never gets old.
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Post by fallen on Aug 11, 2018 11:36:57 GMT -5
Thanks for the feedback!
We hope to be able to eventually filter some story encounters down into the mini-games.
Sorry you dislike them!
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Post by Cory Trese on Aug 11, 2018 13:08:46 GMT -5
We discussed a lot of different ways for these mini-games to work with our Kickstarter teams as we designed the game and worked towards the private alpha in 2017.
We tried a lot of different permutations, including some with interrupt and demand screens like you describe. They didn't work as well as we thought they would, and after trying both side by side it was pretty clear to us and the producer team which way we needed to go.
Sorry you don't like the result, we tried really hard!
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Post by brentaur on Aug 12, 2018 18:27:10 GMT -5
I don't dislike them, but I do feel like a little more world building and sense of narrative adventure would make the mini games feel more like part of your captain and crew's story. I think the card mechanic works wondet fully and I enjoy the occasional white knuckle moment when you are waiting to find out if your crew are about to end up as xeno fodder.
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