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Post by Chak on Dec 1, 2014 12:59:39 GMT -5
As it stands I reroll my map after first investigations for about %75 worthlessness. After that I can handle a few crapshoot investigations but what would be really nice is being able to choose what and which planet. Half the time stuff goes to a planet that can't use it. Should be at least put toward the next project. Offset for choosing might be reducing the reward. Thus gives investigations a more tactical feel (more choices makes every one more critical). I'd rather spend the first two choosing research than rerolling the map for it off the first.
I do like the recent addition of pushing for more/major-minor choices. An additional consequence might be the spawn of an unalligned xeno, demanding possible escorts or risking the ship itself. Direct damage as well would make an interesting factor particularily in combination with the aforementioned possibility. Forcing an early return for an unescorted ship. I'd suggest 1/3, giving an escorted ship the ability to continue while having immenant consequences for proceeding after a second hit.
Seems to me there no difference between "push for more" and "major/minor" I like these choices appearing at random but what might distinguish them is having "push for more" not risk what has already paid out. So that if you're willing to risk morale you'll go for it without risking the gain you'll get as well.
I do like the semi-random elemwnt of it but there's room in this facotr of gameplay to create more tactical decision making for the player.
Keep up the good work. Thanks for reading.
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Post by Cory Trese on Dec 1, 2014 13:53:08 GMT -5
Thanks for the post! Lots to think about =)
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Post by Deleted on Dec 2, 2014 3:01:05 GMT -5
I agree that there should be alternative negative consequences. Ship damage is a great idea.
I also wouldn't mind choosing the planet the results affect, as long as the chosen planet is close and not on the other side of the map because then it wouldn't make sense.
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