uniqueness of the ships were often discovered by players, the character of the ship arose by the meta
new usages of ships, modules or weapons often needed months, and not all were intentional
for me, who always loved this about game design, that was always the most mysterious and beautiful part of coming up with game mechanics, that interlock and emerge into the unexpected
to put out a few game units, watch how they are used
put up a few enemies or mechanics, and watch how players adapt
respect the character the unit or mechanic gets, not only by the intention the creator had, but also by the result it created
but always and only keep those things “modular”, that actually make sense, and rather spend the time to come up with more “general modularities” to be applied
only re-work those, which seem to find no particular use, with either out of the box ideas or some general quality study.
being open, flexible and humble, while trying also to influence a certain outcome is after all the greatest experience in this
but every time i see this turned around, things stall.
which is why
4 hours ago, CinnamonFake said:
Our global task is to make each ship truly unique, with an individual set of equipment, weapons or modules
this is both positive and negative for me, simply because of the broken trust i have here (I want to see less smart-braining and pre-mechanizing, less “pre-specialized modules”, because mechanics can’t dictate everything) while
4 hours ago, CinnamonFake said:
Ships of lower ranks will resemble their older brothers in terms of characteristics, and get more modifier slots.
this is something i rather find good; albeit i still hope, ships going to either be modular or specialized or with less of both, have better base stats; especially if they are basicly filling a very “rudimentary” role, which can be sometimes very satisfying.
not a big fan of presculpting the uniqueness of ships or mixing the emergent gameplay approach of modules and slots with the “hero” approach of overwatch. that’s like following yesterdays’ trend or the problem i see in projects like paladins. i hope you find your own way in this. i do find, sometimes there was a good approach, like, creating the stingray out of how the wolf-m was used; but it should be used with care.
also, in overwatch, they do emphasize how much time is spent on the actual map design, creating the emergence also through that (since there is no “fitting your hero”)
4 hours ago, CinnamonFake said:
An important update is incoming for the crew system. Active implants in battles will correspond to the rank of battle, and not the ship.If you join a fight against rank 10 ships on a rank 9 Nukem I, the installed implant ‘Rapidus II’ (rank 10) will work.
cool - i always wanted to see what happens like this. finally.
–
14 minutes ago, DeathWasp said:
People complaining about the alien ships needs to chill
many of the good things came out in the past only after people didn’t chill, while many bad things happened, as people were too chilled, too layed back, too uninterested and therefore too uninvested. sugar doesn’t counter salt at all.
and to quote anansi: anger gets s**t done.
not that i personally do not agree, that being a thankful person is in fact harder and more heroic IRL, but usually, that is done with less words and more actions.
39 minutes ago, EndeavSTEEL said:
Yea ppl are salty
SC has actually quite a civilized community, imho - in comparison to other internetz.
44 minutes ago, EndeavSTEEL said:
now you can easily get around 20 mono’s a single day
i doubt this to be true. it’s definitely easier, but 20 a day sounds rather exceptional, especially only by looting