Critique person management system pls.
Wow!
Impressive scale. . .
On the parts that I know well, I would suggest pulling back a bit. . . 49 groups? Could you make this ten, but flesh them out with their own group bonuses, ideosyncracies, and history? I don''t know that I''d be interested in learning 49 groups if they were as detailed as I like them to be in games, and if they are not that detailed then I certainly would not be able to maintain interest beyond finding which ones I want for my crew and ignoring the rest. I think the diversity you describe would lead people to only using a select few of the clans that they "know how to play". That would be my approach to this game. . . when a game offers me to much to understand quickly, then I am forced to take it in smaller bites. The problem is all the dessert left on the plate. . . and with 49 groups how can you make them different enough from one another to not seem like the "same thing but with a different name". If ten is too small, then how about ten major ones, and then two subsets of each? Even then, I think this is MUCH too diverse. . . could the subsets not be racially (statistically different) but just hold different political beleifs (act differently only in the sociopolitical drawings of the map?)
The next things I want to learn about is gameplay. I like the social matrix, and I am imagining a game that is like Sims in space, but with action sequences that slow down time. The character must then move avatars to the appropriate stations in order to keep things running correctly. So you have a social/skill builder and ship design module and then a combat/event module where players react to problems?
How is ship combat played? Is it just rolls of the stats or is there a strategy in this beyond simply showing the results of your ship management? Also, is there personal combat? How do psionics work? Do they add something new or are they just "cool" versions of other combat options?
You may not be able to reveal all of this yet, and I totally understand. I''m impressed with your game design. Great work.
quote: Original post by dink
Wow!
Impressive scale. . .
Hmmm... As you note, this can be good or bad.
quote:
On the parts that I know well, I would suggest pulling back a bit. . . 49 groups? Could you make this ten, but flesh them out with their own group bonuses, ideosyncracies, and history?
This is certainly something to consider. The original idea was to generally make factions an appendage of empires, so that you'd expect mirroring among them. The Roman Catholic Church faction may oppose the Protestant Church faction, for example, but the only real gameplay difference would be one's in England and the other's in France. Or the CIA might oppose the KGB, but the only real difference is a variation in technique and home country.
Now when you talk about detailed factions, I think of Morrowind's Great Houses. There you have the rural Redorans drastically different from the sophistocated Hlaalu, who are both way different from the mushroom-growing magician Telvanni. I'm saving this level of drastic difference for the different races, who while being almost all humanoid (errr... so I can reuse the skeletal animation ) have different rules that should inspire drastically different gameplay.
quote:
I don't know that I'd be interested in learning 49 groups if they were as detailed as I like them to be in games, and if they are not that detailed then I certainly would not be able to maintain interest beyond finding which ones I want for my crew and ignoring the rest.
This *MIGHT* be okay. Factions serve two ends: They complicate the empire you're in, adding diversity and action as they interact with one another; and they give you a strategic choice in who to work for and who to hire.
In my mind the major difference between factions are: Game goals (which determines missions offered), assets available (which determines what they can supply and reward you with) and reactions to things like failure or betrayal (how ruthless they are, how relentless, etc.) You might change the nature of the empire if you lead the faction to victory, but I'm fuzzy on how this would work right now.
What does a detailed faction history and characters do for you? And how detailed is detailed?
How would you feel if you knew the history was somewhat autogenerated, as in: "Year (x) - (Hero name) founded (faction name) to combat (faction name), but was betrayed by his son before he could lead them to victory..."
quote:
I think the diversity you describe would lead people to only using a select few of the clans that they "know how to play". That would be my approach to this game. . . when a game offers me to much to understand quickly, then I am forced to take it in smaller bites. The problem is all the dessert left on the plate. . .
True. I may be thinking so much about exploration, a large world and replayability that I don't yet see this as a problem. Even having dozens of empires which are simply fractured nations like we have in the real world doesn't seem to be a problem to me. If you run across a pirate nation and in one system they're called "The Jovian Syndicate" and in another "The Orion Cartel", your main concern is: Can I bargain with them? Can I fight them? How aggressive are they? How much territory do they own? Are any of my crew members a member? etc.
quote:
could the subsets not be racially (statistically different) but just hold different political beleifs (act differently only in the sociopolitical drawings of the map?)
This here is where I think you could do a game such as this and get the most mileage. You don't have to know every faction in the world, just be aware of the ones in your local neighborhood.
quote:
The next things I want to learn about is gameplay. I like the social matrix, and I am imagining a game that is like Sims in space, but with action sequences that slow down time. The character must then move avatars to the appropriate stations in order to keep things running correctly.
Right, or deploy them on a game map (either terrain or a ship/base interior) strategically, as in an X-Com game. Space Colony, btw, has some very fun elements just like this, but you deploy robot dogs and soldiers in RTS fashion. (Btw, the only problem is that it becomes hard to fight and manage the fast-changing eat/sleep/social/hygiene/etc bars for the people while you fight, which is why I'm slowing everything down).
quote:
So you have a social/skill builder and ship design module and then a combat/event module where players react to problems?
Yes, more or less. There are really three major modules: The object management module is where you move entities around a map by pointing and clicking. The entities can be ships, people or vehicles. The map can be terrain or space. The map and entities determine the gameplay by their capabilities, status bars and stats: A ship might have a fuel level, while an NPC has a morale level; an ship regains fuel by touching a spot on the map and playing an animation the same way that an NPC regains morale by touching a spot on the map and playing an animation.
Then there is an avatar module, where you control one entity in detail. The major variants are ship, vehicle and person. The control scheme is similar, but there are of course variant manuevers and capabilities for each.
Finally, there is an interaction module, which governs exchange and conversation. There are also some submodules that govern logic for some of the other minor forms of gameplay, but all get expressed through the major modules or a popup window.
quote:
How is ship combat played? Is it just rolls of the stats or is there a strategy in this beyond simply showing the results of your ship management?
Ship combat involves actual turning, positioning, and weapon and defense deployment. It plays similar to Starfleet: Orion Pirates in that you steer, choose targets, fire, etc. Success and failure is determined by equipment and training level of those staffing it. So even though you as the player are firing weapons and moving the ship, it responds according to the skills of your gunner and navigator.
quote:
Also, is there personal combat?
Yes, using the same forward/back/sidestep (ships can sideslip) keys and mouse for turning and firing. The game engine shouldn't care if you're a ship or man, except that the stats and terrain will be different.
quote:
How do psionics work? Do they add something new or are they just "cool" versions of other combat options?
Psionics can impact combat, personal interaction, trade, encounters, crew management, and stealth. At its core it either generates an effect at a location, or alters the stats of an entity or causes a status effect. It's not magic (science fulfills that role ala Star Trek's "fields" and "particles" idea). There's some deep gameplay in psionics, such as the strategic tradeoff that they only mostly affect brains (leaving machines mostly immune); there are two major schools of psionics (internally powered, and environmentally powered); a couple of races with psionic powers and one psionics-only race; symbionts that enhance psionics; and monsters which deploy them.
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You may not be able to reveal all of this yet, and I totally understand. I'm impressed with your game design. Great work.
Thanks! Ask away, I'm more than happy to answer. I've been working on the wretched thing for a long time now, so I'm happy to have something to show!
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Just waiting for the mothership...
[edited by - wavinator on March 15, 2004 7:27:44 PM]
--------------------Just waiting for the mothership...
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