One of the more frustrating aspect of the demo is the set of starting councilors you get.
I would like to see the ability to build a counselor, with the cost rising as you add various tasks, skills points and various attributes.
Starting Council
Re: Starting Council
I agree that the current situation just encourages people to restart the game over and over until they get starting councilors they like.
But I don't think a full blown councilor-creator is necessary (and way too expensive in terms of dev-time). Just let us pick from a list of like 15 generated ones and be done with it.
But I don't think a full blown councilor-creator is necessary (and way too expensive in terms of dev-time). Just let us pick from a list of like 15 generated ones and be done with it.
Re: Starting Council
I think it is a pretty sure guess to assume the Devs will implement a 'seed' mechanic. Currently the game is using random variables to determine things - it wouldn't be that hard to bing th initialization of the random number generator using the hash value of a alphanumerical string.
It would be a design question though, if they want to reroll the random number generator initialization variable at game loads though or keep a small stockpile of them pre-saved...
May be bad idea or good, but it proides at least a few things happening the same after a game crash and having to reload. It can be frustrating to reload and something good not happening again, or being unable to prevent something which makes the next turn always turn to a loss.
It's old standard techniques, which people sophisticated enough to make such a game sure know about.
It would be a design question though, if they want to reroll the random number generator initialization variable at game loads though or keep a small stockpile of them pre-saved...
May be bad idea or good, but it proides at least a few things happening the same after a game crash and having to reload. It can be frustrating to reload and something good not happening again, or being unable to prevent something which makes the next turn always turn to a loss.
It's old standard techniques, which people sophisticated enough to make such a game sure know about.
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- Terra Invicta Beta Tester
- Posts: 8
- Joined: Fri Jun 17, 2022 6:47 am
Re: Starting Council
Here's how I'd do it: Start with a list of all professions, and let the player pick 3. No duplicates.
Want to start with an Evangelist/Celebrity/Politician to rush control points and maybe ditch later?
Maybe an Executive/Inspector/Kingpin for a more balanced run?
Or a Scientist/Journalist/Commando because you are terrible at the game? or looking for a challenge?
Have fun!
Want to start with an Evangelist/Celebrity/Politician to rush control points and maybe ditch later?
Maybe an Executive/Inspector/Kingpin for a more balanced run?
Or a Scientist/Journalist/Commando because you are terrible at the game? or looking for a challenge?
Have fun!
Re: Starting Council
I like that idea.spacedoggo wrote: ↑Fri Jun 24, 2022 4:45 am Here's how I'd do it: Start with a list of all professions, and let the player pick 3. No duplicates.