Tacticular Cancer: We'll have your balls

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Game News Colony Ship RPG Update #11: Systems Overview

Discussion in 'RPG News & Content' started by Infinitron, Jan 11, 2017.

  1. Jedi Master Radekgender: ⚧ Arcane

    Jedi Master Radek
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    I believe distributing skill points is an essential part of cRPG experience. I like deciding what skills to improve next and to what extent. Learn by doing system strips me of this experience. Deciding what to do next is not a good ersatz of distributing points, because deciding on what to do is a thing I would do nevertheless. Even if there were distributable points I would still have to decide between sneaking, fighting or talking. Therefore learn by doing is an unnecessary reductionism. Also I have doubts about the system flexibility in the late game, when deciding to learn a new skill. It may lock me in into some extreme form of minimaxing without the chance to escape.
     
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  2. puppyonastikgender: ⚧ Liturgist

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    Are there individuals making ammunition? or is it a lost art? If I remember correctly, you mentioned that the ship provides all sustenance via automated manufacturing, are there individuals that have gotten the bright idea to tinker with these machines?
     
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  3. Vault Dwellergender: ⚧ Commissar, Red Star Studio Developer

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    Energy cells? No. It's not a lost art but they aren't something that can be produced in crude workshops without proper tech and supplies. Firearms? There are but the supply is limited and the ammo is somewhat expensive. Few men walk around with pockets full of ammo.

    The machines are controlled by "House Ecclesiastes", all the plebs have access to are the distribution nodes.
     
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  4. Shadenuatgender: ⚧ Arcane

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    It would make sense for people to try and recharge the cells instead of producing new ones, like System Shock hacker did.
     
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  5. cucrophigender: ⚧ Unwanted Queued Shitposter

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    VD couldnt stop you from hoarding skill points. So he disabled the display of the needed threshold. It was not effective.

    Now he wont let you have skillpoints at all! [Steamlined!]
     
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  6. Rivmusiquegender: ⚧ Arcane Patron

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    I was typing from a phone when I wrote that so couldn't be bothered with copy and pasting, but what I am referring to is these two parts of the update:

    And later:

     
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  7. Vault Dwellergender: ⚧ Commissar, Red Star Studio Developer

    Vault Dweller
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    The correct number is 4.
     
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  8. puppyonastikgender: ⚧ Liturgist

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    Could said plebs get wise and alter said nodes?
    I'm thinking of quest and crafting possibilities.
     
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  9. Vault Dwellergender: ⚧ Commissar, Red Star Studio Developer

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    The distribution nodes merely deliver what's been produced elsewhere (namely water, nutrition tabs, and breathable air).
     
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  10. thesheeepgender: ⚧ Arcane

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    I'm not sure I like this kind of XP gain.

    Let's be honest, the classical way has been around since... forever. People know it. And it works. Or it wouldn't still be around ;)
    There isn't really a difference in skill distribution, as a player does not improve skills arbitrarily, as you wrote, but according to a certain plan/direction. Well, at least that's what I do.
    The end result of this vs usage-based distribution is equal: Often used skills for that character will be high, others won't.

    How will this system prevent ending up with a "fighter/talker, fighter/thief, fighter/fixer" party?
    And why would such a balanced party even be a bad thing?
     
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  11. Vault Dwellergender: ⚧ Commissar, Red Star Studio Developer

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    The "learn by use" system isn't some novelty either. It's been around since the 80s.
     
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  12. cucrophigender: ⚧ Unwanted Queued Shitposter

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    It wouldnt. But The Way It's Meant to be Played.

    Will those choices involve romances? Maybe even introduce some sexual diversity to represent all human beings? Like if Sheppard is transsexual, will party members stay with him through the whole game?



    Whats the difference between energy and firearm pistols?
     
    Last edited: Jan 11, 2017
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  13. thesheeepgender: ⚧ Arcane

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    That wasn't really what I meant with that, but I can see that was poorly worded.

    I'm not opposed to the system, I just don't get all the points brought up by you.
    Besides the "fighter/talker, fighter/thief, fighter/fixer", thing, there is also this:
    How is this different than it would be if I had skilled that party member "manually" as the party mechanic?

    I agree with the consistent gameplay, though. It is not the only way to achieve that, but it should work to that end.

    Well... thinking about it a bit more, I definitely conclude it fits this kind of game more than the system in AoD did. That was gamey as hell - more or less forcing you to save up skill points until you need them for something specific was probably one of the most criticized things about it.
    Though that could've been alleviated by making it level-up-based and forcing people to spend all of their points immediately.
     
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  14. Make America Great Again Infinitrongender: ⚧ Trade Master Patron

    Infinitron
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    I think what VD is trying to say is that in regular system, you usually won't do that. You'll make sure every character has just enough combat skill to stay alive. It's harder to make non-combat guy proficient in combat when you actually have to take a risk and use him in combat to do it.
     
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  15. cucrophigender: ⚧ Unwanted Queued Shitposter

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    You know what is most gameyiest than that?
    Thinking about what action to take, choice to make, to fit what you want to level up, because that is now what leveling will look like.
     
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  16. thesheeepgender: ⚧ Arcane

    thesheeep
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    I see.

    But that depends on the combat system, doesn't it?
    I mean, if there is combat as well as non-combat skill checks in a party-based game, then each character better be useful in combat to a certain degree or you simply won't have him around if you intend to fight. At least if the fights are hard enough so that having a wimp in your team would pretty much kill you.
    If the fights are so "easy" that you can do them without all party members fighting somewhat well, then the combat is probably too easy.

    So depending on how the combat will be, I don't think we'll have pure non-combat characters in this game, either. Which again would end up being exactly like a regular system.
     
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  17. Make America Great Again Infinitrongender: ⚧ Trade Master Patron

    Infinitron
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    It depends on the lethality of close combat. If having your non-combat guy anywhere near a combat situation is a serious risk to his life...remember, it's more than just winning the battle, you also don't want to lose him.
     
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  18. thesheeepgender: ⚧ Arcane

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    Honestly, if I lose a party member, I just reload.
    Never had fun with ironman modes in games like those.

    And if I'd have to reload too often, I simply wouldn't have pure non-combat characters. Which I guess is true for most players...
     
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  19. Make America Great Again Infinitrongender: ⚧ Trade Master Patron

    Infinitron
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    Right, but this is a companion-based game, so it depends on what characters the game gives you to start out with. Vault Dweller will have to think carefully about he wants to set it all up.
     
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  20. agrisgender: ⚧ Arcane Patron

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    Will there be skill synergies where it makes sense? Such as [Firearm] Pistol and [Energy] Pistol?
     
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  21. Vault Dwellergender: ⚧ Commissar, Red Star Studio Developer

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    It's a question of balance, so it's too early to talk about such things. In general, it depends on what the skills means. It's certainly not your ability to aim a pistol-shaped object in someone's direction but your ability to handle recoil, maintenance to make sure your weapon stays in good shape, etc. From this perspective these are two very different skills.
     
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  22. Tigranesgender: ⚧ Prestigious Gentleman Arcane

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    This. I'm so sick of 'sci-fi' UIs just being 'blue screen + shitty font' monotony that is neither pleasing on the eye nor suitable to digesting info. I hope this isn't how the final charscreen will look.

    Vault Dweller re. learn-by-use, what would in your mind be the positive reasons to go for this system? (I'm sure you've said elsewhere, but.) I can think of many ways its problems could be mitigated, but it' tough to think of why it would ultimately deliver a superior experience in a party-based CRPG.
     
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  23. agrisgender: ⚧ Arcane Patron

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    Understandable. I will say though that pistols and long-guns are unique from a firing perspective- the weight, way you hold them and manage the trigger-pull all impact the resulting accuracy. That might be too simulationist for you, but the form-factor itself has distinct similarities from rifles and other long-guns, regardless of ammunition.

    I think. I've never shot an energy pistol.
     
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  24. Make America Great Again Eyestabbergender: ⚧ Arcane Patron

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    Well, this screenshot clearly proves that The Emperor from DR is in the game, so that gives me hope that Miltiades will be in the game as well.

    :d1p:
     
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  25. himmygender: ⚧ Arcane

    himmy
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    Atheist and Libertarian are skills now? Cool, sounds like this is going to be basically ”reddit, the RPG”.
     
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