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Post by parallelpain on May 12, 2011 20:35:13 GMT -5
I think for the new game STrpg2 or something it would be nice if we could get minigames for harvest and exploration. Battle has a sort of mini-game right?
Maybe like catch falling resources for harvest and avoiding danger stuff (the riskier the planet the more falling dangers while the richer the harvest the move falling stuff)
Meanwhile exploration would be like maze navigation with stuff or dangers at dead-ends
Or something like that. Just a minigame that somehow use the number given instead of 100% chance.
Ah and captain stats could effect it by like making the falling stuff faster or slower. Like if danger is the same as explore/tactic level, the speed of falling things is default, and every point more/less it becomes a bit slower/faster.
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Post by Cory Trese on May 12, 2011 23:59:22 GMT -5
I totally agree. Did you ever play that old PC game "Syndicate?"
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Post by parallelpain on May 13, 2011 3:15:28 GMT -5
nope. is it fun? maybe i'm too young lol
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Post by oldalchemist on May 13, 2011 11:17:17 GMT -5
I'd want the mini-game to be turn-based or else it would really disrupt the flow of the game.
One guy with the mini-gun flushes out the enemy for your snipers to paste...and the trenchcoats! (totally ruined my fashion sense in college)
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Post by absimiliard on May 13, 2011 11:22:43 GMT -5
I think I would oppose this idea.
Mini-games tend to drop me out of the "feel" of what I'm doing. Doubly so for the puzzle-games that bear no relation to what the main game is like.
But that's just my $.02. Take both pennies with a shaker of salt.
-abs
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Post by parallelpain on May 13, 2011 15:22:29 GMT -5
I'm really fine with any mini-game as long as it's sort of entertaining. Don't really like it feeling number generated between buttons.
I mean space battle takes 1 week. But exploration/harvest takes 20 or something. Surely the captain and his crew deserves to be doing something that requires player input.
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Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on May 13, 2011 15:41:11 GMT -5
I can see something like a choose-your-own-adventure style setup.
You are on the plains. You see a forest, some hills, and a large body of water in the distance. a. Explore the plains. Choose a. which creates a chance to be attacked by a pack of rabid poodles(lose morale), find nothing, or discover a data hub full of records, etc. b. Head for the forest. Choose b. which creates a chance to be attacked by wild life (lose crew), travel safely, or discover weapons on a dead explorer party in transit, etc. c. Head for the hills. Choose c. which creates a chance to set off an avalanche (lose crew), travel safely, or discover weapons on a dead explorer party. d. Head for the shore. Choose d. which creates a chance to be ambushed by rival explorers (lose crew), travel safely, or discover a a vehicle that was transporting records.
You are in a forest. You see a path leading to the plains, and a path leading to the foothills. a. Explore the forest. Choose a. which creates a chance to set off a booby trap (lose crew), find nothing, or discover a hidden research base full of electronics, etc. b. Take the path to the plains. Choose b. which creates the same chances as choice b. from the plains. (choices traveling to and from the same 2 areas should create the same chances of events) c. Take the path to the hills. Choose c. which creates a list slightly similar to choice c. from the plains. (choices traveling to and from areas that share a connection with a similar area should create chances of similar but not identical events)
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Post by Cory Trese on May 13, 2011 16:28:28 GMT -5
Tenebrous Pirate -- CyberKnights uses just this sequence of Choice+Skill Roll system to simulate the complex nature of Street life in a post-apocalyptic urban zone
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Post by Cory Trese on May 13, 2011 16:29:28 GMT -5
Exploration systems in games following Star Traders RPG will use a very different mechanic.
You will see a system of "exploration of nodes" using Skills and Gear (in a button tapping interface similar to space combat) in CyberKnights. This is "hacking the matrix" and the artifacts are data files and secrets about the corporations of the world.
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Post by Cory Trese on May 13, 2011 16:32:13 GMT -5
I can see a system for Star Traders similar to space combat.
In fact, I have already started working on this =)
The place I see it working is after Player Bases -- once a player has established a permanent hidden base on a planet, he or she can begin longer, more complex explorations including base camps, digs, and scouting parties. It would be turn based, button tapping with various options available at different states (start a dig for a base camp, send scouting parties when a crash site is discovered, etc.) At risk would be the Crew, the Captain (for some operations) and the Player Base itself (if something really bad happens, like Alien Rumors!)
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Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on May 13, 2011 16:56:07 GMT -5
I strongly look forward to Player Bases. Have you thought of requiring the player to regularly provide it with materials for construction/expansion, and supplies for maintenance/regular operation? Nothing like having to haul in a bunch of vudka, spice, plants, luxury rations, and water with no money for selling them on arrival, to keep the staff alive. Haul it yourself, or pay a subcontractor to do it and risk having him get taken by pirates or run off with your money...
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Post by Damaso on May 18, 2011 7:28:21 GMT -5
Cory, do you think this could distract from the idea of a space-rpg-game and turn into a farmville type thing?
I'd say for the explore/harvest minigame, make a quick and simple test of speed, dexterity, and accuracy: Imagine this - you hit "Explore" and select # crew. Game presents you with a simple maze (perhaps difficulty increases with planet hostility/inhospitability) and a timer (say 0.5 - 2.0 seconds) you must finish the maze in. Catch is, as you're dragging your finger through the maze, each wall touch = more dead crew, or less resources, or whatever youd like as a punishment. No finish maze in time? No loot. All crew dead? No loot. Missed a turn and ran finger straight through a wall? Crew just fell into the lava. No loot.
With enough practice exploring, one will get increasingly better at navigating the finger maze and therefore get better yields. I feel like this would not distract from the gameflow or theme if the maze is simple/quick enough.
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Post by Cory Trese on May 22, 2011 11:51:56 GMT -5
@tenebrous Pirate -- If you want to help me make a CyberPunk Choose Your Own Adventure, get in touch.
I took your idea, made it generic and pluggable and put it into CK as the Encounter engine. The system uses a Skill Test + Choice => Next Adventure OR Victory/Defeat.
Could be fun
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Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on May 23, 2011 8:23:26 GMT -5
That sounds pretty cool. I would love to be involved with a project like that, should I drop you a private email?
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Post by Cory Trese on May 23, 2011 13:40:35 GMT -5
yah totally my e-mail is cory.trese@gmail.com
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