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RPG decisions[message #344666]
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Wed, 23 March 2016 01:40
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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There aren't that many choices to make in the game, and often these decisions can be evaded or delayed. My (not totally thought-to-the-end) idea is that sometimes, the game forces us to make a decision. We have to decide how to do something in the moment.
A quick demo pic:
In this case, the idea is that ins several sectors the enemy also has non-combatants that are nevertheless hostile to us. Like
- radar technicians in SAM sites
- army employees at the barracks
- prison staff in prisons
- scientists in Orta
- attendants at the circus
- airport staff
- etc. etc. There are quite a few possibilities, come to think of it.
Now, the idea is that after we take a sector, if these people are around, we have to decide what to do with them. This can be somewhat different each time - we basically get an event out of a number of predefined events. In this case, there are enemy technicians, and one of them panics and now has a gun.
If you know the game FTL (an you should, because it's awesome), then you'll understand the above pic. The screen describes the situation, and now our 'party' has to take a decision. Each decision has several outcomes. If we simply talk to the guy, we might get him to surrender - he might also open fire at us. You don't know the outcome, you have to decide what to do and adapt.
The white options are always possible, not depending on the party.
The blue options are special options we only get because of special properties of our party. Most of the time, these will be better in some way than the standard options.
For example, option 1. has the danger of the technician shooting back at us.
Option 4., however, has a higher chance of taking him out without him retaliating - granted to us because Raven, trained in assault tactics (derived from her background <ap_assault> bonus), fires a snap shot.
Similar, because Mouse is trained in Covert Ops and currently disguised as an enemy soldier, she can confuse the guy with Option 6. This would lead to another set of options, but we'd get a bonus against the guy because he is now confused.
Depending on what we decide and what happens, different outcomes are possible, with positive and/or negative results.
Gunning the guy down might lead to a fight in which we are wounded. It might lower loyalty in Balime, because we shot an unarmed royalist - it might also raise loyalty in liberated Drassen, because they see everyone working for the queen as an enemy.
If we talk to him, we might be able to make him a prisoner. Or he might actually join us as a volunteer. Or perhaps we allow him to leave if he pays an administration fee?
Of course, this would also be possible at other times and not be restricted on the above situation, this is just an example.
To me, this seems like a worthwhile idea (though I may regret this, as setting up all the decision trees in a way that allows modding them will be no small task). Anyway, I'd welcome feedback and opinions, both for and against this.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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