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Post by fallen on Oct 4, 2011 13:08:24 GMT -5
blackgauntlet - it is the correct term for the war dogs of 2217. The old dog (hound) was bred out long ago, for meaner, big, near mutant creatures for security and battle.
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Post by Cory Trese on Oct 4, 2011 13:17:05 GMT -5
some of the tunnel people still keep the old creatures, altho they call them "dawgs" =)
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Oct 6, 2011 11:34:58 GMT -5
If mutant dogs are called "hunds", do cybernetic dogs dream of electronic mutton steak? Edit: But seriously, sooner or later, we're gonna need some kinda bestiary (not bestiality, you perverts!) to provide some background info about these hostile units we are encountering. It will also help to explain why gangs in friendly territories are attacking us. Y'know, stuff like "Street Thug: Low-life urchins who are seeking to climb their way up by whatever means; including taking down the local heroes. AP:?, HP:?, MP:?, Favored Weapon:?"
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Post by Mjolnir on Oct 7, 2011 11:11:31 GMT -5
The only bug I found truly frustrating is that after you build up a high enough rep with az-tek you can buy a pass to their private medical warehouse from a contact, but the pass doesn't work. I invested a goodly sum of time trying to get that pass. Other than that the rest of the bugs seem to be fairly trivial or clear works in progress.
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Post by firerain on Oct 9, 2011 11:56:11 GMT -5
I don't know if this should go here, but:
When you take a job from a contact, you can cancel it later. However, when you take more than one job from one contact, then, there are few "..cancel job.." options. But, there is no info about which option is related to which job. IDK, how these options are sorted, but anyway, it's hard to guess, which job you are about to cancel.
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Post by Cory Trese on Oct 9, 2011 12:00:52 GMT -5
I don't know if this should go here, but: When you tak a job from a contact, you can cancel it later. However, when you take more than one job from one contact, then, there are few "..cancel job.." option. But, there is no info about which option is related to which job. IDK, how these options are sorted, but anyway, it's hard to guess, which job you are about to cancel. Ah, good catch. I don't think I even want the Cyber Knight taking multiple jobs form the same Connector. That Connector should be concerned about the Job he Contracted the Knight to complete, not loading the Knights Computer up with distractions. CK08-126
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Post by firerain on Oct 9, 2011 12:09:46 GMT -5
That Connector should be concerned about the Job he Contracted the Knight to complete, not loading the Knights Computer up with distractions. Hmm... but anyway they are giving few jobs for the same location, so it is wise in the means of logistics.
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Post by Cory Trese on Oct 9, 2011 12:25:47 GMT -5
That Connector should be concerned about the Job he Contracted the Knight to complete, not loading the Knights Computer up with distractions. Hmm... but anyway they are giving few jobs for the same location, so it is wise in the means of logistics. Too easy in my opinion. We'll try it my way for a while and see if I can convince you that it is more fun.
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spike
Exemplar
Posts: 360
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Post by spike on Oct 9, 2011 13:13:43 GMT -5
I agree that each Connector should give out no more than one active job at a time, or else he is working against himself, and using someone of questionable effectiveness to get his work done.
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Post by thehawk on Oct 9, 2011 13:13:51 GMT -5
Hmm... but anyway they are giving few jobs for the same location, so it is wise in the means of logistics. Too easy in my opinion. We'll try it my way for a while and see if I can convince you that it is more fun. The GM in me says that the number of jobs a knight should be able to acquire from a connector should be based on job type and reputation with the faction. Higher reputation can mean more jobs. Package delivery, for example, or assassinations, or theft. The 'too many eggs in one basket' idea is why you need the higher reputation to prove you're not going to burn them. However, for capture or people delivery, a protector can really only have one charge. I'd even say this should apply to the faction as a whole, not just individual connectors. While we're on the topic of jobs and connectors, it would be nice to be able to 'publish' (maybe on your v-chip or something, in the game mechanics) job types you either will or won't do, and the factions you are or are not willing to work for / against. This would, of course, limit some of the work available at a given connector, and may arouse positive or negative interest in the areas you're travelling in.
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Post by Cory Trese on Oct 9, 2011 13:19:03 GMT -5
Too easy in my opinion. We'll try it my way for a while and see if I can convince you that it is more fun. The GM in me says that the number of jobs a knight should be able to acquire from a connector should be based on job type and reputation with the faction. Higher reputation can mean more jobs. Package delivery, for example, or assassinations, or theft. The 'too many eggs in one basket' idea is why you need the higher reputation to prove you're not going to burn them. However, for capture or people delivery, a protector can really only have one charge. I'd even say this should apply to the faction as a whole, not just individual connectors. While we're on the topic of jobs and connectors, it would be nice to be able to 'publish' (maybe on your v-chip or something, in the game mechanics) job types you either will or won't do, and the factions you are or are not willing to work for / against. This would, of course, limit some of the work available at a given connector, and may arouse positive or negative interest in the areas you're travelling in. I do like the idea of global Faction awareness of Job assignment, but I'm not sure that it lines up with our game design requirements in a way that is a net positive for the engine. I will add it to the research / simulate list to see if there is a way we can apply the concept. At this time the Connectors randomly cycle jobs when you exit the screen. This is a temporary condition of the beta and is too similar to ST RPG to make me happy. In an upcoming release, Connectors will "hold on to" the job that they offer. If you do not like the terms, find another Connector. Because of this job assignment defect, the appearance of job types accepted / rejected by the character is skewed too strongly towards the player. In the finished version of the Jobs system we will find a more balanced and nuanced interrelationship between Knights, Connectors and Jobs. One of the big facilitators to that is the job offering code maintaining job goals and aligning with Faction Conflicts. In a few weeks I think the intention of the game will become more and more clear as we deploy key interactivity and "world effect" systems.
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spike
Exemplar
Posts: 360
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Post by spike on Oct 9, 2011 13:19:45 GMT -5
The GM in me says that the number of jobs a knight should be able to acquire from a connector should be based on job type and reputation with the faction. Higher reputation can mean more jobs. Package delivery, for example, or assassinations, or theft. The 'too many eggs in one basket' idea is why you need the higher reputation to prove you're not going to burn them. However, for capture or people delivery, a protector can really only have one charge. I'd even say this should apply to the faction as a whole, not just individual connectors. I sort of agree, in so far as IF there are going to be multiple jobs given out, you've described the only conditions under which they should be given out. But I still mainly disagree. It's not in the faction's interest. Think about it from their point of view. Why give 2 jobs to one knight when you can give 2 jobs to 2 knights? Think of all the ways that things can go wrong if you give 2 jobs to the same knight. The only time that makes sense for the faction is if there is only one knight available, or he totally outclasses all the others, and a really top end knight is essential for both jobs. Even then, it makes more sense to give the jobs to the knight one at a time - unless unavoidable due to time pressure.
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Post by Cory Trese on Oct 9, 2011 13:23:35 GMT -5
For this discussion it is also useful to keep in mind that the current set of Jobs is only about 5 types. We intend to have over 25 job types in the final version, which I think will help make this a much more dynamic game than it is now.
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Post by firerain on Oct 9, 2011 16:17:03 GMT -5
Think about it from their point of view. Why give 2 jobs to one knight when you can give 2 jobs to 2 knights? Think of all the ways that things can go wrong if you give 2 jobs to the same knight. The only time that makes sense for the faction is if there is only one knight available, or he totally outclasses all the others, and a really top end knight is essential for both jobs. Even then, it makes more sense to give the jobs to the knight one at a time - unless unavoidable due to time pressure. All right, you've convinced me But anyway, i like the idea of getting more than one job if my rep is high enough. I have one more question related to jobs: Will it always be this way that we get only 1xp, no matter which kind of job we are doing? I mean, c'mon, some of jobs are more risky than others. Now, i feel like delivery jobs are better than assassinations, because they do not generate so much heat. Going further, shouldn't it be like: u are just a script kiddie - blow someones head off or get lost; you are true l337 and the 'Exemplar Gangsta' - hax some sensitive data for us?
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Post by Cory Trese on Oct 9, 2011 17:53:55 GMT -5
There are already many checks for additional XP that balance in favor of the more risky missions.
Now, if you ride in Taxi all day long you might never see many things to learn from =)
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