Post by MintDragon on Oct 4, 2017 3:43:25 GMT -5
After reading Vzite's comments on discord:lobby (non-Alpha player) late tonight, I started thinking about his desire/dislike of crew combat being too much of the ST:F game (ie. too much like Darkest Dungeon).
His specific comments were "also, not trying to sell ST short or anything. i can comepletely understand if that whole combat system / crew system is a small part of the game. honestly, i hope it kinda is because i am such a big fan of ST1 that if you put too much focus on something like that it would take away from what makes it such an awesome and unique game."
So my thoughts went to the sandbox component of ST:F. There are talents to avoid ship/ship combat (skip off the void, quick escape), mutiny crew/crew combat (Quell Mutiny), but as far as crew/crew combat (ex. exploring card game), there isn't anything to the equivalent to 'run away' or 'escape' (outside of the tiny ESCAPE button once combat starts). 10+ revisions ago, I tried to incorporate 'escape' into avoiding combat in early game, but only got 'unable to escape' each time. And my fighting group just got massacred each turn, so I eventually just started fighting as my default. No clue as to the effectiveness of using the ESCAPE button to get out of a scrap (and no equivalent of sharp steering or skip the void to help)
And realized tonight that if I WANTED to play the chicken merchant or diplomatic explorer captain, there really weren't a set of talents where I could surrender or more importantly, escape from crew/crew battle. Or some other way to influence/increase the chance of the 'escape' button succeeding during combat. There is a button to attempt escape, but no way to influence it's success or make a decision based on the chance of doing so (as far as I know).
Imagine being able to use a spy talent, doctor talent, diplomat talent, charisma test, TELEPATH JOB, ?? that could escape, call a truce, or have some other means of using/stacking such talents to be able to get out of crew/crew battle situations and/or (% RNG chance of course) of influencing the possibility of NOT fighting their way out; by sneaking, buying, charming, running, crying, surrendering, bribing, ?? the aggressors either in the pre-amble or during crew/crew combat. Requisite hit on rep, health, morale, credits, death chance, or ?? could be repercussions too.
I can certainly think of situations where I'm exploring for a mission, and would prefer to have the option to influence a scavenger crew/crew battle by using talents (or throwing certain crew with such talents into battle) to 'bribe' the scavengers to look elsewhere vs. fighting my crew to the death; let me get back to the card game to try and finish my mission.
I CAN create a set of ship/crew talents that allows me to prevent ship/ship and mutiny crew/crew encounters, but nothing yet as far as crew/pirate, crew/scavenger, crew/?? battles brought on my card game results. (Personally, I'd leave crew/Xeno unavoidable/un-negotiable encounters).
REALLY late night food for thought and 2 cents. and I'm babbling.
So I thought I'd open the thread.
His specific comments were "also, not trying to sell ST short or anything. i can comepletely understand if that whole combat system / crew system is a small part of the game. honestly, i hope it kinda is because i am such a big fan of ST1 that if you put too much focus on something like that it would take away from what makes it such an awesome and unique game."
So my thoughts went to the sandbox component of ST:F. There are talents to avoid ship/ship combat (skip off the void, quick escape), mutiny crew/crew combat (Quell Mutiny), but as far as crew/crew combat (ex. exploring card game), there isn't anything to the equivalent to 'run away' or 'escape' (outside of the tiny ESCAPE button once combat starts). 10+ revisions ago, I tried to incorporate 'escape' into avoiding combat in early game, but only got 'unable to escape' each time. And my fighting group just got massacred each turn, so I eventually just started fighting as my default. No clue as to the effectiveness of using the ESCAPE button to get out of a scrap (and no equivalent of sharp steering or skip the void to help)
And realized tonight that if I WANTED to play the chicken merchant or diplomatic explorer captain, there really weren't a set of talents where I could surrender or more importantly, escape from crew/crew battle. Or some other way to influence/increase the chance of the 'escape' button succeeding during combat. There is a button to attempt escape, but no way to influence it's success or make a decision based on the chance of doing so (as far as I know).
Imagine being able to use a spy talent, doctor talent, diplomat talent, charisma test, TELEPATH JOB, ?? that could escape, call a truce, or have some other means of using/stacking such talents to be able to get out of crew/crew battle situations and/or (% RNG chance of course) of influencing the possibility of NOT fighting their way out; by sneaking, buying, charming, running, crying, surrendering, bribing, ?? the aggressors either in the pre-amble or during crew/crew combat. Requisite hit on rep, health, morale, credits, death chance, or ?? could be repercussions too.
I can certainly think of situations where I'm exploring for a mission, and would prefer to have the option to influence a scavenger crew/crew battle by using talents (or throwing certain crew with such talents into battle) to 'bribe' the scavengers to look elsewhere vs. fighting my crew to the death; let me get back to the card game to try and finish my mission.
I CAN create a set of ship/crew talents that allows me to prevent ship/ship and mutiny crew/crew encounters, but nothing yet as far as crew/pirate, crew/scavenger, crew/?? battles brought on my card game results. (Personally, I'd leave crew/Xeno unavoidable/un-negotiable encounters).
REALLY late night food for thought and 2 cents. and I'm babbling.
So I thought I'd open the thread.