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Post by sparda4 on Jun 29, 2020 19:50:17 GMT -5
So we all know how the spice hall works currently. Get some morale damage take the guys to the spice hall and hope the talents you want fire.
This is kinda bad mid to late game where a single morale hit just straight up leads to desertion. In some cases even on backwater indie planets that can barely afford 2 units of spice to sell.
So my suggestion would be to open up the spice hall a little ST classic style again. Add like a "Rumors" tab that rolls on triggering talents your crew has. For a cost ofcourse.
Suggestions and other ways of doing this are welcome. This is just what i got at the moment.
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Post by xdesperado on Jun 29, 2020 19:55:43 GMT -5
Maybe add option to always be able to spice at least once even if crew doesn't have low morale. Perhaps add small percentage increase to chance of crew members developing Spice Addict or similar traits when you use the option to Spice when crew doesn't need morale fixed.
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Post by fallen on Jun 29, 2020 21:54:55 GMT -5
Thanks for the suggestion. This one has come up in more extended threads on it as well.
We did prototype a spice hall card game. That would definitely be how it *would* work. Every time we tried it, we tossed it.
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Post by xdesperado on Jun 29, 2020 22:38:17 GMT -5
fallen maybe make Spice Hall mini game an option available for when you don't need or want just a morale boost for crew. Negative cards could include everything from minor scuffles causing some damage to crew or requiring extra credits to pay for damages to full on crew combats that could result in rep penalties, closure of Spice hall for a time potential death of crew etc. Could also add some other negative events like someone becoming addicted etc. Would obviously have possible good results as well like learning rummer, contact info, intel gathered, morale raised above normal spicing cap, whatever. Then have the various spicing talents be available as cards to replace the negative ones with.
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Post by fallen on Jun 29, 2020 23:49:42 GMT -5
Yep, that would have been how the spice hall mini-game could have worked. It is not in the cards (heh) in this version of STF>
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Post by sparda4 on Jun 30, 2020 0:32:57 GMT -5
Yeah if the "card game" can't work in the way you guys want then the st classic way is the way to go. Ofcourse balancing it ain't easy. Maybe at max 3 talents of anything can fire and that's it. Granted you could get around this just by hopping to another planet but the talents would be on cooldown MUCH more quickly. Another way would be "exausting" the option in a faction network or in the quadrant.
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Post by fallen on Jun 30, 2020 11:26:31 GMT -5
Definitely understand the desire to run spice hall talents at will. However, they are not balanced for that.
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Post by MTKnife on Jun 30, 2020 15:52:14 GMT -5
I'd like to note that fishing for rumors in the spice hall in the original Star Traders was tedious as heck--unless a card game or something like it produces something more valuable on average than the present rumors (most of which are of little use to a given captain), it's not worth the time it would require of players.
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