Designing a better game!
Added 2021-08-01 12:21:50 +0000 UTCI've been playing some games to look for good mechanics for the Odyssey.
I like No Man's Sky's crafting system.
I love the exploration/expansion system in Stellaris.
I like the audition system in Idol Manager.
In Chapter 6, Admiral Zala will task you and the crew with building up Federation presence in the DS-69 sector.
Here's what that means in terms of game mechanics:
EXPLORE, EXPAND, EXPLOIT
You'll be able to set the ship's course and travel to various star systems. I'll start with a small number (2 or 3) for Chapter 6, to get the system going and make sure everything works well.
There, you'll be able to scan planets, and if you find a suitable one, build colonies or research stations.
Colonies require colonists, and science research require StarCommand personnel.
You'll be able to recruit them with the recruitment system, described below.
RECRUITMENT AND MINING
In both systems, you will perform an action (mine an asteroid / purchase personnel intel) and get 5 random results. There will be 3 tiers: bronze (common), silver (uncommon) and gold (rare).
The asteroid fields will give you random minerals.
You'll need them to craft items, repair the ship, and build colonies / science stations.
You'll also need it to craft toys...
The recruitment intel will allow you to recruit 3 tiers of people.
Obviously you'll mostly receive intel about female characters.
Bronze tier: Colonist
Needed to build and grow population colonies (will make the story move forward)
No name character, with a generic portrait.
Silver tier: Space Cadet
Some systems will require X Cadets to run.
These characters will be randomly generated and not have background stories.
I'd like to make it possible to "train" them into real characters in the future.
Gold Tier: Story Character
Fully fledged characters with backstory and (obviously) relationship potential.
Required to run a science station (ex: need an archeologist to run an archeological station).
CRAFTING
Standard crafting system, in the spirit of a lot of RPGs. I will do what I can to prevent it from being too grindy.
I think this will create a better feel for the game.
I'll have to rewrite some of Chap 6 if I adopt this structure, and build all those systems.
That will delay Chapter 6, but I think it's worth it.
Let me know what you think, and how you feel this can be improved!
Comments
I think I know what you mean. I'm not a fan of the complex crafting systems in hardcore games that make you carry hundreds of ingredients and look up recipes... What I have in mind for now will be pretty simple, since the replicator allows you to turn dilithium into almost anything.
XCentric Labs
2021-08-05 01:16:52 +0000 UTCI love the recruitment idea, but if I'm being honest the idea of having an inventory and crafting is extremely unappealing. If there isn't a way to cheat past such activities, it'll be a deal-breaker for me. Imo if a mechanic requires you to have an inventory, it's a mechanic that detracts from the flow of the game. Even in games like Mass Effect, which was my favorite series of all time, I had nothing but loathing for going through inventory, comparing items, equipping, etc.
Sebastian Prall
2021-08-04 21:23:54 +0000 UTCYes, implementation is always the real test. That's why I'll start small in Chapter 6, so I can adjust if aren't where they need to be ;)
XCentric Labs
2021-08-02 08:34:13 +0000 UTCI like how it sounds on paper but I will need to see it in action.
Corypheus
2021-08-02 02:11:16 +0000 UTC