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Post by grävling on Aug 8, 2016 21:37:00 GMT -5
So here I was, trying to play a very buggy space trading game. In it, your crew grow in rank, and when they make new ranks you have to give them points in Agility, Strength, Negotiation and the like.
So here I am, wishing that I could fly my ship a whole lot better, and thus sticking points into Piloting. I wished that I could aim my photon torpedoes a lot better, too and so I put lots of points into Weaponry. There is no boarding in this game, and no planetside missions, so I figured I could ignore Strength.
After many hours of experiment, I have found out that Piloting skill doesn't matter much. You buy better ships and the tech improves you a whole lot more than your own skill increases. Weaponry was a good idea. But the bad idea was to not put tons in Strength. It seems that moving the torpedoes from wherever you store them in the ship every time you reload your torpedo bays is Strength dependent and all the weapon skill in the world will not help you if you are slow, slow, slow at loading the things. Plus lack of strength means your crew gets sick, and if the ship is sickly it has mutinies and ....
And I thought -- oh how I wish that my military school had shown me all of this in a military simulator somewhere. (or that the game had any online presence at all so you could ask experienced captains 'what is wrong with this build'?) After having this thought, I thought .... this might work for ST2 as well.
And if you give the potential customers a taste of what it will be like to have a skilled captain, they might play for long enough to create one.
Just a thought ...
Grävling
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Post by fallen on Aug 8, 2016 21:48:18 GMT -5
"Lack of strength means your crew gets sick" -- love it. Just pump Strength FTW! In ST2, as your ship and its components increase in power, they have requirements for more skilled crew -- a new Bridge for your larger ship requires more Pilot Skill from the crew. That could be provided by your Captain, a crack Pilot officer, a cadre of crew pilots, or a mix of all three. Failing to meet your ship's requirements (Pilot, Ship Ops, Electronics, Gunnery, Navigation) will cause it to be understaffed during all game tests and ... you'll wish you hadn't put all those points into Strength
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Post by Officer Genious on Aug 8, 2016 21:52:48 GMT -5
JUST GIMME DAT GAME ALL READY!
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Post by ntsheep on Aug 8, 2016 22:09:00 GMT -5
Calm down my Queen. You must remember to keep calm. Your eyes have been spinning again. Earlier I think I even saw a post where you mentioned your head was rotating in odd directions.
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Post by grävling on Aug 9, 2016 2:36:35 GMT -5
"Lack of strength means your crew gets sick" -- love it. Just pump Strength FTW! In ST2, as your ship and its components increase in power, they have requirements for more skilled crew -- a new Bridge for your larger ship requires more Pilot Skill from the crew. That could be provided by your Captain, a crack Pilot officer, a cadre of crew pilots, or a mix of all three. Failing to meet your ship's requirements (Pilot, Ship Ops, Electronics, Gunnery, Navigation) will cause it to be understaffed during all game tests and ... you'll wish you hadn't put all those points into Strength I'm jazzed by all of this, of course. But a simulator-as-part of ship designer and crew designer still would be fun so you could experiment before spending all your cash on finding out that this wasn't quite the right build after all ...
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Post by fallen on Aug 9, 2016 10:07:28 GMT -5
grävling - it sounds a bit like the game all over again, but in a "no consequences" mode?
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Post by Cory Trese on Aug 9, 2016 10:59:03 GMT -5
We will definitely give the player the ability to preview the ship's stats before installing an upgrade, but the process of recruiting crew and building the ship up is an incremental one. The player will have time to gather feedback on each.
In terms of a full on free simulation, the player will always be invited to use character designer with a high priority ship or other value to experiment.
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Post by grävling on Aug 9, 2016 21:51:54 GMT -5
grävling - it sounds a bit like the game all over again, but in a "no consequences" mode? Yeah, sort of. But if you can use the ship designer on free for experiements, then I suppose that will handle the potential problem nicely.
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