WhiteGuts
Arcane
- Joined
- May 3, 2013
- Messages
- 2,382
Here's the source : http://www.ftlgame.com/?p=598
Interesting - FTL might be worth checking out eventually.
Interesting - FTL might be worth checking out eventually.
It's worth checking out now. Already extremely well written (in terms of events).
FTL was definetely a case of "perfect systems, waaaaaay too little content." I don't really care about MCA, but if this gets big enough to be an actual game, consider me locked in my room for at least a fortnight.
Dunno why they're implementing new systems (e.g. hacking). Just a fuckload of more events, enemies, environs, etc. etc. and I'm hyped.
I heared some people complaining that the game is not complex enough and it needed more subsystems. This will probably satisfy them.Dunno why they're implementing new systems (e.g. hacking). Just a fuckload of more events, enemies, environs, etc. etc. and I'm hyped.
Sorry, fixed.
What weren't you happy with in Planescape, and how is that influencing work on Tides of Numenera? And how do you say 'Numenera'?
It’s NEW-MEN-ERA. I could telepathically feel Monte Cook wincing every time I mispronounced it (which was a bonus), and I actually mispronounced it in one of the best takes of the Torment endorsement video.
I thought the combat in Planescape was poor, there weren’t enough Planes to explore (we wanted more), and it could have used more fun dungeon and adventure locations as well. That said, Planescape taught me that you don’t always need to one-up the companion roster, one-up the inventory list, spell list, or any of the systems you’re being compared to as long as you set up the narrative and the world context to explain why and you’ll likely have a much better game for it.
Was I worried about the number of companions in Torment vs. Baldur’s Gate? Yep. Was I worried about the lack of inventory items and weapons you could equip? Yep. Was I worried about the character creation and lack of class options for the main character? Yep. But in the end, if you’re staying focused on making sure you’re providing a reason for all these elements (the companions only like certain weapons or can only logically use certain weapons – like teeth, it’s a more personal journey, you don’t become a priest because there’s a chance you were once a god yourself), no one really cares. And as long as you’re doing one thing really well (I’d argue in Torment’s case, that was the story and some of the game mechanic convention-breakers), that helps you stand out and carve out a game identity all its own.
In Numenera, Kevin Saunders (Project Lead) and Colin McComb (Lead Designer) are conscious of the original Torment’s shortcomings and its strengths, and combat and adventure are not downplayed in any of the design documents and discussions. I’ve also added my cautionary tales as well about player motivation and companion design, but Kevin and Colin already seem to grasp those points well, so it’s like preaching to the choir, really. Which is a good sign.
You've made a name with RPGs and dialogue trees. Do you ever want to try alternative narrative mechanics, or is this a path you're set on? If the latter, are further experiments like Alpha Protocol's dialogue system where you'd like to be, or are you content to further push the boundaries with the systems you have?
I think cinematic dialogue and menu-driven systems has put us in a dialogue cul-de-sac of diminishing returns on gameplay, and there’s more that can be done with dialogue systems, depending on the genre (Brian Mitsoda’s tension-driving, branching-but-linear-with-no-takebacks in Alpha Protocol I think very much complimented the espionage mechanics of the title).
Also, with our Aliens: Crucible dialogue system, we made a conscious effort to make sure the player could never take “refuge” in a talking head conversation – they should never feel safe, they should never feel like they couldn’t be attacked at any time in the environment... because, hey, that’s what Aliens is all about.
Usually the franchise ambiance or engine specs have been our guiding principles for dialogue system design, but there’s more room to grow. I’m really interested in helping develop the dialogue mechanics for Tides of Numenera, as the Numenera ruleset allows for some interesting speech–related applications that would work well in a new dialogue system.
So I wonder, is the "level" of the enemies you encounter linked to the total playing time, to your equipment or simply to the sector you are in and I had some bad luck there?
What about the Rebel Fleet - do they catch up faster after reaching a new sector if I took my time in the previous one?
Are there any "guaranteed" ways to pick up additional crew members, especially the interesting ones like Engi or Mantis?
What do you need to succeed in those special encounters where you can beam down crew to help with riots or spider infections? My (human) crew always fails and I lose a crew member...
Last game I decided to take my time and explore the sectors as carefully as possible without getting reached by the rebel fleet.
So I wonder, is the "level" of the enemies you encounter linked to the total playing time, to your equipment or simply to the sector you are in and I had some bad luck there?
What about the Rebel Fleet - do they catch up faster after reaching a new sector if I took my time in the previous one?
Are there any "guaranteed" ways to pick up additional crew members, especially the interesting ones like Engi or Mantis?
What do you need to succeed in those special encounters where you can beam down crew to help with riots or spider infections? My (human) crew always fails and I lose a crew member...
So you all know by know FTL is getting a bad-ass first DLC, but no real details since the original announcement. All that has now changed as the developers have laid out their plans!
New Stuff
The Lanius Race
A new race being added that does not require oxygen and actually drains oxygen from a room they are in, they will be something of a pain in the ass!
A lot more too:
QuoteLanius Ship: New player ship with its own achievements and alternate layout.
Type C Ship Layouts: 8 of the original ships will have a third layout that capitalizes on the new content. With the Lanius ship, that makes for a total of ten new starting ship designs.
Backup Battery Subsystem: Subsystem that can provide temporary reactor power in a pinch.
New Drones: Expanded drone options includes: the Shield Drone that generates a green super shield for your ship, the Anti-Combat Drone that shoots down enemy combat drones, and the Ion Intruder that blasts into the enemy ship and randomly ionizes systems while stunning and distracting crew.
Gameplay Refinements: Doors and Sensors can be manned to increase effectiveness; you can now rename crew mid-game; each race has a small variety of colors which allows for easier visual recognition;
And more to come: We’re still balancing and polishing the features that are being added. Be sure to keep an eye out for additional content announcements!
FTL: ADVANCED EDITION RECAP:
It will contain a ton of new content and improvements: although the larger additions can be disabled if you prefer FTL “vanilla.”
This large update is free for those who already own the game on Windows, Mac, or Linux.
FTL is also coming to iPad; it will be the full version of the game including the new “Advanced Edition” content.
FTL on iPad will have to be purchased separately from the PC version.
An exact date for release has not been decided but we are aiming for early 2014.
And our belowed MCA will write the story and dialogues tidbits for the DLC.
Got this game pretty late in the sales last week, loving it!
I read they are planning to release a free DLC:
So you all know by know FTL is getting a bad-ass first DLC, but no real details since the original announcement. All that has now changed as the developers have laid out their plans!
New Stuff
The Lanius Race
A new race being added that does not require oxygen and actually drains oxygen from a room they are in, they will be something of a pain in the ass!
A lot more too:
QuoteLanius Ship: New player ship with its own achievements and alternate layout.
Type C Ship Layouts: 8 of the original ships will have a third layout that capitalizes on the new content. With the Lanius ship, that makes for a total of ten new starting ship designs.
Backup Battery Subsystem: Subsystem that can provide temporary reactor power in a pinch.
New Drones: Expanded drone options includes: the Shield Drone that generates a green super shield for your ship, the Anti-Combat Drone that shoots down enemy combat drones, and the Ion Intruder that blasts into the enemy ship and randomly ionizes systems while stunning and distracting crew.
Gameplay Refinements: Doors and Sensors can be manned to increase effectiveness; you can now rename crew mid-game; each race has a small variety of colors which allows for easier visual recognition;
And more to come: We’re still balancing and polishing the features that are being added. Be sure to keep an eye out for additional content announcements!
FTL: ADVANCED EDITION RECAP:
It will contain a ton of new content and improvements: although the larger additions can be disabled if you prefer FTL “vanilla.”
This large update is free for those who already own the game on Windows, Mac, or Linux.
FTL is also coming to iPad; it will be the full version of the game including the new “Advanced Edition” content.
FTL on iPad will have to be purchased separately from the PC version.
An exact date for release has not been decided but we are aiming for early 2014.
Needs free roam mechanism and less repetitive battles. DLC that in.
True. I really REALLY dislike the game as a linear sequences of battles leading up to a final boss which you will be incapable of beating if you've been unlucky with your drops so far. I would much prefer a more roguelikey approach where you could loiter around the galaxy for a bit and amass firepower and riches enough to be able to put up a better fight.
True. I really REALLY dislike the game as a linear sequences of battles leading up to a final boss which you will be incapable of beating if you've been unlucky with your drops so far.
Really? I play the mod and there's a final boss like in the vanilla version.True. I really REALLY dislike the game as a linear sequences of battles leading up to a final boss which you will be incapable of beating if you've been unlucky with your drops so far. I would much prefer a more roguelikey approach where you could loiter around the galaxy for a bit and amass firepower and riches enough to be able to put up a better fight.
Mods. http://www.ftlgame.com/forum/viewtopic.php?f=11&t=15663 has exactly what you said you'd want. The downside though is that it's not vanilla and you have to deal with all other stuff that's in the mod.