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Post by tarquelne on Jul 25, 2019 21:49:46 GMT -5
An idea about showing the player's impact ... or lack of impact.
A line graph, with a line for each faction plotting the total influence of all the contacts (or maybe all the contacts known) over time.
So after Faction A wins a Solar War against Faction B, you'd see A's line go up and B's go down.
(Ideally, perhaps Factions on top draw more "heat" - gets into conflicts more frequently, and/or starts behind in points - making the player boosting that faction work harder.)
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Post by Cory Trese on Jul 26, 2019 8:52:12 GMT -5
That is such a cool idea!
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Post by unback on Jul 26, 2019 9:54:21 GMT -5
i agree its great idea, but then it would require for npc faction members to have much more active effort in conflicts, cos rn the graph would look pretty ... linear and ya know.. *predictable*
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Post by fallen on Jul 26, 2019 10:19:00 GMT -5
An idea about showing the player's impact ... or lack of impact.
A line graph, with a line for each faction plotting the total influence of all the contacts (or maybe all the contacts known) over time. So after Faction A wins a Solar War against Faction B, you'd see A's line go up and B's go down. (Ideally, perhaps Factions on top draw more "heat" - gets into conflicts more frequently, and/or starts behind in points - making the player boosting that faction work harder.)
Very cool suggestion, that would be awesome visualization. It would be fascinating to see the swings.
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Post by Cory Trese on Jul 26, 2019 11:17:40 GMT -5
i agree its great idea, but then it would require for npc faction members to have much more active effort in conflicts, cos rn the graph would look pretty ... linear and ya know.. *predictable* lol, haven't spent a lot of time with the conflict/contact matrix, eh? <3
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Post by unback on Jul 26, 2019 11:29:23 GMT -5
i did spend enough time with conflicts to know that selling ~10 intel or do one or two "influence conflict" patrol cards is enough to make *choosen* faction win targeted conflict.
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Post by Cory Trese on Jul 26, 2019 11:31:04 GMT -5
Definitely -- how fun would the game be if the player's influence on the simulation was never felt?
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Post by unback on Jul 26, 2019 11:45:54 GMT -5
thats why i said *predictable*. pick one faction, make it win every conflict, see nice line at the top. im not saying the system aint there nor that is too simple or bad tho, dont take it that way.
i like the whole conflict ideas (and thier types etc) but always felt they dont impact simulation enough, for you know thier fluff-side.
so how bad it would be if player (if he choose to) had to take active part in solar war, making use of those high impact high rep loss tribute talents for the sole purpouse of wining the race of conflict score to point where conflict is ended because one side is overpowering the other. or as trader/smuggler making sure the trade alinace side of his preference do get the best of the goods or as diplomat the tour around planets to make sure everyone agrees to the beneficial terms of alliance. sure its called missions, and can be done, but if the opposition never takes part, it feels kinda flat to me.
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Post by Cory Trese on Jul 26, 2019 12:39:36 GMT -5
I guess we just see it completely and totally differently. Thanks for the post and additional perspective!
Sorry this part of the game isn't as exciting for you as it is for other players, but that is why there are so many systems.
Thanks for playing.
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