[Suggestions] DLC, and the future.

General discussion about the game.
zabbo2
Posts: 39
Joined: Tue Aug 14, 2012 8:12 pm

Re: [Suggestions] DLC, and the future.

Post by zabbo2 »

I like a lot of forumrabbit's suggestions but realistically I think they are too much to really consider bringing to the game (in terms of how much programming and work they all would entail). I think really only one or two of his suggestions would be enough to warrant an expansion pack.

As for me personally, I'd be really happy with an extended version for $5 or what-have-you. The biggest selling point I would look for would be a hard mode that is unlocked after normal is beaten, that has 2 more sectors and a boss, or the boss at 8 moved to sector 10 and is super-harder and stuff.

I've already gotten my money's worth with this game many times over so I'm not complaining at all. But where I'm at now with the game, I've unlocked maybe a 1/3 of the ships tops and I already find the finishing it fairly simple because I'm all pro like that or something.
ice
Posts: 100
Joined: Tue Sep 11, 2012 7:22 pm

Re: [Suggestions] DLC, and the future.

Post by ice »

I personally would like an updating form in the ways of Minecraft, where if you've bought the game once, you will receive all future updates for free as well.
I always have this great idea to post about when reading a thread, but I always seem to loose the subject while writing a reply, and end up not saying anything at all. I should sleep more. Is that a cookie?
Forumrabbit
Posts: 6
Joined: Sun Sep 09, 2012 12:28 pm

Re: [Suggestions] DLC, and the future.

Post by Forumrabbit »

zabbo2 wrote:I like a lot of forumrabbit's suggestions but realistically I think they are too much to really consider bringing to the game (in terms of how much programming and work they all would entail). I think really only one or two of his suggestions would be enough to warrant an expansion pack.

As for me personally, I'd be really happy with an extended version for $5 or what-have-you. The biggest selling point I would look for would be a hard mode that is unlocked after normal is beaten, that has 2 more sectors and a boss, or the boss at 8 moved to sector 10 and is super-harder and stuff.

I've already gotten my money's worth with this game many times over so I'm not complaining at all. But where I'm at now with the game, I've unlocked maybe a 1/3 of the ships tops and I already find the finishing it fairly simple because I'm all pro like that or something.
I agree wholeheartedly with this. Like I said, just broad brush strokes were listed and realistically the amount of time on any single one isn't just 'add it to the game' like sectors would be (which would also require huge amounts of testing for balance to say the least), they'd likely require fundamental changes to the engine.

Also had an idea about escape pods just as an eliminator of those annoying times where the 'RNG' hates you in a roguelike so you get a really tough start; essentially each ship gets 2 sets of 2 space pods that if occupied when the ship dies get boosted off into space (also requiring 1 person to launch them, the rest go down with the ship), or have to be manually boosted to make it a bit more unforgiving, and you essentially have a 'backup' ship sent from a nearby federation base (small chance, say 25% of the time for this alone) where you receive a basic version of the ship with [Sector Countx25]+100 scrap to try and salvage what you can of your playthrough. This ship would start at the end of the sector as well.

Also a cooling sub-system (although if the reactor isn't centralised then cooling wouldn't be either); if it is off, then every second the temperature stat rises by 1. When the temperature hits say 30 a fire will break out (the temperature only affects the possibility of fires occuring), 37 another, 43 another, and so on decreasing by one until a fire breaks out every second until the room in question is fixed. The only downside is this is probably too similar to the oxygen mechanic and something that needs to be needlessly managed (and would be too arbitrary to juggle as a system).

Lore-wise, it sucks though :P.
zabbo2
Posts: 39
Joined: Tue Aug 14, 2012 8:12 pm

Re: [Suggestions] DLC, and the future.

Post by zabbo2 »

Oh man an escape pod would be so cool :) Really like that idea. Even it was as simple as an aug that you could use in a hopeless situation to abort an game, but have your (experienced) crew available for your second start.
mylquetoast
Posts: 4
Joined: Thu Sep 13, 2012 4:28 pm

Re: [Suggestions] DLC, and the future.

Post by mylquetoast »

I think the idea of an escape pod kind of flies in the face of the whole premise of a rogue like. A big part of the game is the fact that each and every playthrough, this is your one and only shot with this particular ship and this particular crew in this particular galaxy. The ability to save the whole crew if things aren't going your way would take a lot of the challenge and tension out of the game (as well as being ripe for exploitation).

At the very least, If you really want to implement an escape pod, I think it should be a single pod that only one crew member can use and they must manually walk to it and activate it (as opposed to being more like a one-button abort feature) and then you could have them as a member of your crew in the next playthrough. This would force you to make the (possibly gut-wrenching) choice as to which of your doomed crew you value the most and could make for some dramatic sequences of a lone survivor running for the escape pod as their once proud ship is pounded to so much scrap around them. Even under those circumstances, I think they'd still need to be prohibitively expensive to prevent exploitation.
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