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Post by tenbsmith on Mar 24, 2017 15:24:08 GMT -5
I'd like a Talent that improves your chance of drawing a selected card based upon the level of your relevant skill. For example, there might be a Talent that increases the chance of drawing the selected card in the Exploration mini-game by the percentage equal to your Exploration skill. Similar Talents might be developed for other mini games.
This would be a nice way to explicitly link relevant Skills to outcomes in the minigames. My understanding is that skills affect the cards you are dealt, but not which card you end up with (the outcome).
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Post by Cory Trese on Mar 24, 2017 15:35:26 GMT -5
This might frustrate people, would be my concern.
Things that provide a minor RNG boost and then go on cool down...Not sure.
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Post by tenbsmith on Mar 24, 2017 16:00:15 GMT -5
Good point. That might be addressed by increasing the chance of drawing the selected card by 2 or 3 times the Skill value.
A Talent like this could be helpful in completing Minigame-based missions. Maybe a Talent that simply doubles the chance of drawing the selected card.
I get what you mean about RNG and player frustration. Players can get upset over unexpected RNG results and accuse a game of 'cheating' when, in fact, it is working as expected and advertised. I have a good understanding of probability and statistics, but still get frustrated and start to wonder if it's a conspiracy when I get a series of unlikely poor outcomes from the card minigames. :-)
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athios
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Post by athios on Mar 24, 2017 16:09:25 GMT -5
I'm on the fence. The RNG aspect of the draw itself makes the system simple, and it's been well play-tested. I'm happy to play the operations card games leisurely as it is. It takes scouting to find a good planet to do operations on, and once I have a good spot and the proper crew build for that type of operation, it's quite satisfying, enjoyable and effective at getting good outcomes. But I have to say I find it silently infuriating when I'm trying to complete a mission and it's taking >5 tries. Especially if it's a high risk planet since I don't get a choice where the mission occurs. Yes, I know, RNG and all, but still. I can't help but feel what I feel.
I've been holding onto an idea for a while but never thought it was good enough to post. When doing operations for a mission, add a sort of "Mission Booster" card to the deck. If you land on the booster, then the next hand only deals 4 cards instead of 5 (so chance of mission success for that round becomes 1/4 instead of 1/5). Makes missions slightly easier, but doesn't affect normal operations when not on a mission. Then again, this might make players even more mad if they fail to complete the mission on the 4-card hand, lol
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Post by Cory Trese on Mar 24, 2017 16:22:24 GMT -5
Good. The occasional silently infuriating moments in games makes them memorable. Regarding the knock out to 4, just grab the Talent that already does that
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Post by fallen on Mar 24, 2017 16:57:21 GMT -5
High Danger Planets have a boosted mission price as of next release.
Thanks for the feedback! I really agree that giving a +X% boost to get a card is going to be extremely frustrating mechanic and not work out in the way that players will enjoy.
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athios
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Post by athios on Mar 24, 2017 17:21:20 GMT -5
Regarding the knock out to 4, just grab the Talent that already does that I didn't realize that that changes the odds?? Those Talents convert selected card to a rating zero "Nothing here" card, but the card doesn't disappear immediately. Is it actually possible to land on it?? It's never happened before for me, but I had been assuming yes, since it's still in the hand and is removed "seemingly randomly" as part of the normal process. So in my mind those Talents don't make mission completion easier. If it's not possible to land on the Nothing Here card, then it's kind of visually misleading. Might as well just remove the selected card outright?
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Post by Cory Trese on Mar 24, 2017 17:24:07 GMT -5
It might be possible to remove the card visually. I'll investigate if that is something we can/should do.
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Post by Cory Trese on Mar 24, 2017 17:31:04 GMT -5
To answer the question, however -- no, that card cannot be drawn.
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Post by grävling on Mar 24, 2017 17:59:00 GMT -5
You could change it's colour, grey it out somehow .... (and here poor fallen spent all day yesterday making the cards more visually interesting: )
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Post by fallen on Mar 24, 2017 18:13:33 GMT -5
I think there is some confusion about the Talents.
- If you "remove a risk card" that card cannot be chosen. - If you "reroll a card" that card can be chosen.
I am not sure what "replacing a card with 'nothing here'..." refers to
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athios
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Post by athios on Mar 24, 2017 18:28:56 GMT -5
I think there is some confusion about the Talents. - If you "remove a risk card" that card cannot be chosen. - If you "reroll a card" that card can be chosen. I am not sure what "replacing a card with 'nothing here'..." refers to Using a "remove a risk card" will produce the second card below: If it can't be hidden altogether, then I agree with grävling that making it greyscale would serve the purpose. Better yet, hide the number zero and text too (i.e. make it literally "Nothing here").
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Post by fallen on Mar 24, 2017 18:42:12 GMT -5
Seems like a bug. What platform are you on?
As soon as the card is touched with the Talent active, it disappears on my screen, unless you are talking about a "reroll a card" Talent.
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athios
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Post by athios on Mar 24, 2017 18:51:58 GMT -5
Oh! That's what I wanted to happen, lol~ On iOS on my iPad2 (see signature). What I see visually when using "remove a risk card" Talent: 1. click Talent 2. click card I want to replace 3. that card becomes "Empty - Nothing here - 0" but stays in place; does not immediately disappear 4. cards are randomly discarded; Empty can be discarded in any order, first/second/third/last but never as the final card left. P.S. I'm still laughing about this, hahah...
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Post by fallen on Mar 24, 2017 18:57:50 GMT -5
athios - sounds like it is working well except for the visual glitch that the card is sticking around on your device. Remove a card removes it and then randomly selects between the other 4. You've removed a (big?) risk hopefully, and cut the randomness down by 20%. The entire UI is getting a rework this week, so I have taken a note to try to troubleshoot this.
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