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Old January 28th, 2015, 04:41 PM

Waltorious Waltorious is offline
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Default Re: Feature requests

I like the ideas for zoology and planetary events. Glad to know I'm not the only one who tries to leave those poor creatures alone!

Regarding planetary events, however, I'd love to see some positive ones too, that might benefit the player. Or maybe some that are risk-reward, so there's a chance of great danger but also of nicer loot, or something. Otherwise I worry that players will simply want to skip planets that have events, if all they are is a chance for disaster.

Actually, anything that differentiates the planet types more would be cool. Right now most of them feel the same, just with a better spacesuit needed to access them. I think it would be cool to include things that are akin to "vaults" in traditional roguelikes that can appear, but only on certain planet types. Chances for extra treasure or other benefits, but with some risk involved. I know there are some things in the game like this already (a bunch of equipment on a planet surface that indicates a wreck / dead landing party that had been here before me, or certain special levels in caves, for example), but more would be cool. Also planet types could perhaps have different kinds of wildlife to go along with different types of resources or treasure.

One way to do this might be to make different types of caves for different types of planets. Frozen caves might have different dangers and treasures than molten caves, for example.

I don't know how much work this stuff would be to implement, however, so some of the ideas are probably out of scope.

EDIT: Just remembered... I initially found it odd that all planets have life on them. Maybe some planet types wouldn't have any wildlife but would be filled with more environmental hazards? Or at least would have a chance for this to be the case?
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Old January 28th, 2015, 10:29 PM

plugger plugger is offline
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Default Re: Feature requests

Hi,

Quote:
Regarding planetary events, however, I'd love to see some positive ones too, that might benefit the player. Or maybe some that are risk-reward, so there's a chance of great danger but also of nicer loot, or something. Otherwise I worry that players will simply want to skip planets that have events, if all they are is a chance for disaster.
That's a good point.

Perhaps, once an event has triggered, and once the honeymoon period is over, any officer in the Away Team has a strong chance (75%) of gaining an extra experience point per turn (or something similar as I'm not sure how the XP algo works - perhaps the % chance of XP gain could be proportional to the severity of the coming event).

It kind of makes sense that you learn the most in times of crisis and a looming event would require strong leadership skills.

Now you'd have an incentive to stick around for a while - rapid experience gain. Off course you are still planetside and things might go pear shaped but it'd make for a some tense exploration.

If the event occurred you'd could also benefit from increased scientific knowledge and XP, depending on the event and subject to the Away Team making it back alive.

Cheers,
Plugger
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  #3  
Old January 29th, 2015, 05:23 PM

Waltorious Waltorious is offline
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Default Re: Feature requests

Quote:
Originally Posted by plugger View Post
Hi,
Perhaps, once an event has triggered, and once the honeymoon period is over, any officer in the Away Team has a strong chance (75%) of gaining an extra experience point per turn (or something similar as I'm not sure how the XP algo works - perhaps the % chance of XP gain could be proportional to the severity of the coming event).

It kind of makes sense that you learn the most in times of crisis and a looming event would require strong leadership skills.

Now you'd have an incentive to stick around for a while - rapid experience gain. Off course you are still planetside and things might go pear shaped but it'd make for a some tense exploration.

If the event occurred you'd could also benefit from increased scientific knowledge and XP, depending on the event and subject to the Away Team making it back alive.
More XP and more data during events could work. But I think it would be interesting if different events had different benefits. So let's say the earthquake event means more resources spawn, since the ground is breaking up. Or the events that spawn a powerful creature (or swarm of creatures) also mean that those creatures are carrying some cool treasure, so it might be worth the risk to try and fight them.

Alternatively, there could be some events that are only bad but other events that are only good, to balance things out. These could even be corollaries to the ideas already mentioned in this thread: suits use less oxygen (1 point per 2 moves), fewer monsters spawn, etc.

Also I came up with one idea for an event: Acid Rain. This increases the planet's ambient damage level (which means if you have a really awesome spacesuit you can still resist it) but also makes the wildlife go hide, so there are fewer creatures to fight. And maybe the away team could take shelter in a cave, but there are more creatures in the cave because they are hiding from the rain?
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