Hey Guys!
It's been a while since I haunted the Codex, but I've been meaning to come back and see what folks thought of some of the recent changes. Way back in spring, we were talking about how combat was a random die roll of death (e.g. not fun), and it could use a bit more tactical depth than exchanging whacks until someone died.
Now that combat is intra-hex, and offers multiple types of moves, I think we're getting somewhere. Even Zed's wishlist combat flavor text made it into the system
Re: spawning dogmen and NPCs in scavenging, I'm not sure I'm ready to abandon the idea yet, though I'm open to suggestions for tweaking it. The reasoning behind it is that rummaging around a locale for a while should come with a risk of attracting unwanted attention. E.g. if you're in a forest doing a search pattern, you're covering a lot of ground, and NPCs looking for prey are more likely to notice you. Similarly, abandoned buildings are a hotspot for NPCs since they are also searching for loot, and enterprising dogmen would likely adapt to that fact.
Some hexes have resources in them (lakes, rivers, trees), and those can be "mined" for corresponding resources just using the crafting window. Risk-free. That was meant to represent easy pickings that can be done quickly.
I *think* it makes sense, though I'll admit it's a really simplified system so far. I haven't yet had time to model a more complex economy/biosphere. It also provides some tension against acquiring new loot, which I think is necessary to avoid overloading the player with low-risk treasure.
"Looters" were meant to be a somewhat non-hostile NPC in the bunch, to throw the player a bone every now and then. They're fairly cowardly, and usually not well-armed, so they're a non-encounter most of the time (i.e. they run). Having more non-hostiles is an option, of course, though making them more complex and interactive than looters may be a lot of work.
Oh, and someday, funding permitting, I'd like to do another pass on the creatures and spawning. It'd be much cooler if dogmen were more focused in the north, for example, looters and such in the SE, and other creatures in other regions. It'd allow some strategy and control in which creatures you face, based on location. Also, getting groups to spawn, not just single enemies, would make things interesting.
Re: thirst/hunger using a nonlinear equation, that's an interesting idea. Is there evidence out there to support that? I was modeling both gauges on actual deficiencies more so than the sensation of hunger/thirst. I.e. you have too few calories in the body, not just "you feel hungry." The sensation of hunger is a pretty wild beast, but actual caloric intake is a pretty easy measure to track.
You're right about strong being a powerful tool, and contributes to a virtuous cycle of scavenge->loot+creature->win combat->more loot. In fact, a total combat build can really amp this cycle up. My hope, though, was that in doing so, one sacrifices some other skills like botany, tracking, hacking, etc. E.g. one wins combat all the time, but what if you're wounded and need to treat the wounds? Or what if you're confronted with a skill-based encounter?
Granted, skill-based encounters are fairly limited right now (even in the beta), but the idea is to make more available in time.
Re: the UI, yeah, that's a struggle. It's been a constant evolution since day one, and still has a ways to go.
For the dragging, did you try the take/drop cursor at all? I try to make it fairly intelligent in placing items where most would want them to go. And I added the 1,2,3,4 hotkeys to allow quick switching of movement modes. There are a
few threads which talk about adding modifier keys to speed up mode switching, crafting, etc. too. Different platforms have different buttons, though, so that's been a bit tricky to find a good solution for.
Oh, and I was trying to leave the crafting w/skills as sort of a puzzle, as you guessed. I figured it'd be more fun if new players could guess recipes and they worked, rather than requiring blueprints be found before using. I realize this departs from some standards such as Arcanum, but I always found it a bit frustrating that my scientific characters couldn't mix fuel and rags without instructions
Re: XP and levels, not yet. I kinda want to, but I also want to see if there's a way to do it more realistically and keep it fun, rather than just grind for XP and pop new skills in. The Bethesda "do until you learn" is a reasonable approach, though I'm not sure if it would fit NEO Scavenger either (more due to technical limitations than anything else).
It might also be possible to open up trainer NPCs and/or books/manuals. E.g. the player can gradually learn a skill with enough training. Similarly, I'd like to leave open the possibility for things like paying a cyberclinic to replace an eye with night vision optics, or make a pact with a supernatural entity for some sort of power (in exchange for guaranteed death in 30 days, or similarly drastic price).
Oof, this is getting long. Anyway, good points all! I intend to keep updating NEO Scavenger for a bit yet, funding permitting. I'm sort of overdue on some plot work I promised players a while back (needed to fix combat/wounds first), and crafting and screen resolution upgrades are also at the top of their voting list. So I may have to address some big ticket stuff like that first.
But if I can keep paying the rent long enough, hopefully I can wrangle some more loose ends and really make it shine!
Thanks again for the feedback!