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Author Topic: Net Gain: Corporate Espionage in 2043. Development probably abandoned.  (Read 61991 times)

nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #300 on: July 02, 2013, 12:29:18 am »

I on the other hand don't go for concise posts :P The below turned in to a giant ramble, but here's my TLDR.

-Y so many mandatory plots per mission? Half would get the point across I think.
-Choice of plots is cool, but also too broad/not explained well enough.
-No outcomes for most of this stuff makes it hard to judge the impact it has.

Played around with it a little bit more.

Quote
5) It does not appear possible to fail a mission step without screwing up ALL sub-aspects.  For example there was a hacking segment that had 3 parts.  Hacking, Cracking and Data Flow.  Failing two out of the three was not sufficient to cause any additional mission parameters to get added and the entire segment was marked as "passed."

This. Which I assume cuts to the heart of the prototype, there's not a lot of outcomes for what you do. I noticed my corp's share increase 20%, and my bankroll increased significantly after completing the mission already in progress.

But I didn't see anything change with the Operatives. I watched a not-hacker repeatedly fail at hacking challenges and their vitals didn't go anywhere. (I assume what's intended to happen is failing those missions makes them take damage, making it harder for them to succeed at later challenges without gear.)

Which leads me to the math of it all. I like it. I didn't make sense at first when I was reading the description on the KS, but now I got it. So everyone rolls their base stat (I assume their current value) against the challenge, and adds in the value they get from skills, trying to beat the challenge rating. If they fall short, they spend gear points to make up the difference. My not-hacker blew through 6 gear in 2 plots (6 challenges). So that's where getting safehouses together to refill would be. You'd send one team on a mission to create a safehouse, and then make a one of the plots in your other mission to be rearming and refueling.

It all makes more sense when you start plotting your own missions. Missions have a set number of plots that need to happen. You choose each plot type, which opens up the actual plots, which are collections of 3 challenges.

Here's where it starts to get a little shaky. While it's fairly obvious what you're doing (you build missions toward your ideal team's strong points), you have the option of running like shootouts and ambushes during your investigation missions.

It's kind of Hollywood meets practical logistics and planning, and that's cool. But in a way some of it feels like overkill. There are 27 individual challenges that need to be passed for a mission in the prototype, that's about 6 challenge per team member. Which isn't bad, but there's a lot of places to fail, and even succeeding it's kind of like....is it done yet? I'm not the kind of person who likes to play games with the ultrafast button pressed, so I'm hoping that's not the default way the game should be played for expediency.

Bearing in mind this is the prototype, I'll speak to what I can see now. I think fewer, harder challenges are more appealing than a ton of easier challenges. While challenges in the full game will include critical moments, that's not necessarily a good thing either. That all builds up until it doesn't scale at all. See Dominions 3 late game for an example of that.

Re: Plot choices. I have two thoughts here. One is that I think there's a disconnect between the highly tactical, information-based mission choices, like "Research Files" or "Investigate the scene", and action-oriented ones like "Alley Chase!" or "Building Chase!" The logic of it sounds funny to me. Like everyone sat around in the briefing room at HQ and said "Alright, so in phase 8 you plan to get chased through a building by security? Sounds like a plan."

That stuff reads more like critical moments, reactions to stuff that happens.

And that's my second thought, is that there's no real feel for consequences right now, probably because most of them aren't in. What does it mean to these series of missions you've strung together, where you failed to hack the 2nd Alarm Bypass? What will it mean? Is that where the heat comes from? Is it just Operatives losing HP, making future challenges in the mission harder? Can a mission fail because one of these critical components was failed, not because you ran out of numbers, but because it's built not to succeed without x things happening at least y times? Will rewards be variable based on the # of successful plots, the specific plots succeeded at or will it just be 5/8 plots passed, here's the reward?

Let me put it this way. If I'm running a mission, and because I fail at bypassing 1 alarm, 1 building chase and 1 hack security test...I either generically do or not complete the mission, that makes it seem like there's no weight or real point to the plots you choose to run. For example. The last plot point in this Investigation mission I'm looking at right now is "Gain Intel (Spy)". Its choices are (ignoring the duplicates) "Investigate the scene" and "Tail Person". If I succeeded at that plot, but not most of the others, would I fail the mission? Either way there's a disconnect and it kind of mucks up the illusion. Elaborate plots can't succeed when either the beginning or ending parts of them fail. You kind of want an explanation of what happened. "He failed to hack the system and get the info." "Oh so they failed then." "No they successfully got the intel." "How?" "Good question." The plots seem to imply they should be weighted, like getting into the area you're running the plot in, or bypassing one alarm, carries less weight than actually acquiring the intel.

Consequences is what will ultimately make all this tick, and right now the prototype doesn't really have a lot of that. But in the final game, I hope there's reasons beyond thematic (I ran an all spy plot and seduce someone, because it's cool) and practical (I have no good hackers and bunch of sneaks, I'll run a stealth plot) for which kind of plot you choose, and how they play out. I'd imagine, once everything is hooked up, that action-based plots would be the most dangerous, because failing those would hurt your body score. But what about the outcomes of failing other plots? What's being reduced to 0 Integrity or Acuity or Agility mean for a character? Because that is ultimately driven by what kind of plot you'd pick. Would some mission choices generate less heat, pass or fail? Result in different kinds of critical events?

Anyways, what I really like is the options and potential to meticulously arrange all this stuff, from hiring the right person to choosing the plots with the best chances of success, to choosing the right member of the team to do it. But I hope all those options are tempered by some common sense, the mission at hand and most of all: consequences for the stuff you're doing. That's what will I think makes the plots feel more than just containers for the skill rolls you'll be making.

Parting thoughts:

-Must...detach..windows...ugnh....I get what the layering system is supposed to be now after fooling with it and stacking some open windows. But part of me wants to be able to go to the Operatives page without having to go through the main menu first. It's not a huge deal, but something to consider for the full game.

-It would be swell if there was a directory we could dump music to so the game would play it along side the game music. Don't know if that's within the scope of your software or what.

-I like how game looks running in a maximized window, it's a cool effect.

-Need to have a readable log of pass/fail rolls, they're lost to the void. Since completed missions seem to be kept in your game log, it shouldn't be hard to preserve the skill rolls made either. (So we can follow the trail of what happened to our operatives back.)

-I will feel the need for a lot of updated numbers and notifications to really be on top of what's happening. If the goal is to run multiple missions with multiple teams simultaneously, that's a lot to keep track of. So I'm thinking stuff like, statistics being colored green for a period of time after they increase or red when they decrease. Screen notifications of when Operatives' vital stats his 0. Notifications of rewards for completing missions, or perhaps large swings in your corp's market share/stock price.

-I didn't not expect to here some jazz in here. It was a nice surprise.

-As I sit back and think about running missions against other corps, I think about all the data I want coming back to me without me having to look for it. Things like, soandso completed some sidework, a mission was run against the corp, operative x left your employ, stuff like that. I almost feel like the player needs a personal news ticker just for their operations, once they're up and running.
« Last Edit: July 02, 2013, 01:30:46 pm by nenjin »
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gimlet

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #301 on: July 02, 2013, 04:17:23 am »

Overall first impression - pretty cool so far!  But the interface makes running multiple teams really really tedious.

WOW it's hard to do much damage to a corp after a while, even running 2 intel teams + 2 steal teams constantly against one corp, I'm not making ANY progress at reducing the total # of assets it owns, and only a tiny ding to the market share over time.    I had run a few missions then let the game run for a bit, to see how/when the finance #'s change and what other corps would do.  So this was against the biggest enemy corp with 40% market share and about 18 assets in his sub-companies.  6 cycles of missions did knock his market share down about 5%, for whatever that did :D 

But holy crap keeping track of people is crazy, if I could wish for one thing it'd be a way to keep teams together  (It's not TOO awful if you get into a rhythym, and hire everybody for a team together.  Then just make a new mission immediately when one finishes, so there's only 1 team of idle guys and it's easy to assign.  OR if multiples finish, then just remember "1st 6 guys is team 1, next 5 is team 2 - a big argument for picking a standard team size).   Also they could build up loyalty to other repeat team-mates, possibly causing problems/morale loss/mass defections if one of their close mates switches loyalties...

The 2nd would be to change names, so I could then name the team leader/members something to give me at least a hint on their specialty.  I settled into teams of 5-6 and they seem to be cranking through Intel/Steal missions steadily, hacker+spy+brawler+sniper+manager+something.   I'd actually be fine doing this in the save game or something (when savegame works heh) instead of having you burn time on interface stuff instead of gameplay.

Team history/stats would be cool/handy - one place to look to see losses, injuries, maybe top 5-10 failures on tasks, list of failures from last mission, stat gains, griping, gossip, whatever :D   The way I'd see myself playing is keeping teams together, MAYBE assigning floating assets for a specific mission if it's out of their normal expertise or somebody is in hospital - so anything that facilitates this would be a + in my book, like simple ways to assign an entire team to a mission.  (shift click on team member?  Or an interface that only shows teams/leaders but can expand to show individual members under a leader, say).   

Anyway I had fun for a couple hours, and look forward to future releases!
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ScriptWolf

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #302 on: July 02, 2013, 01:07:23 pm »

i would really love to play a downloaded the game but when i opened the game i just could not get past the interface it for me was really blurry ( im running 24" HDMI screens ) although i am blind :P and it just gave me a really bad headache, i think i will have to wait a bit for the next update :P
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ank

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #303 on: July 02, 2013, 03:43:20 pm »


-I didn't not expect to here some jazz in here. It was a nice surprise.


You must have gotten pretty tired by then...
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Zangi

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #304 on: July 02, 2013, 10:45:54 pm »

Main thoughts so far:

1. Sam Squad... ahoy!  (Needs more names.  Needs way to assign 'nicknames'.)
2. Hackers, where art though?    (They seem to be 'required', given the number of hacking jobs that need be done.  I do not have any.)
2a. Oh right, I have a budget, buy hacker first thing.  (Game should either start with hacker or some guide should tell you that you need one.)
3. Who are you again? (Is what I think when I just look at operative names in the list.  I like that during job fidgeting, you can at least see their job archetype...)

Bug: Cancelling out of mission after picking personal and assigning jobs, locks the operatives in preparation limbo.
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sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #305 on: July 06, 2013, 02:38:00 pm »

Now the backers are included, there are many more names to choose from, and code names just got implemented today!
You can go to the manage circles menu to recruit specific profiles like hackers - which right now are overpowered due to the bias towards their plots.
When you plan a mission you can choose the plots, and can see right there how good your team is at the challenges involved.

I have no idea why it would be blurry, seeing as there's literally no filtering on the textures - which is why the font looks worse than it should, as well. problem being the pixel art stuff is ruined by filtering while the text is ruined without it, and having them on different atlases causes all sorts of new problems. im still working on a solution.

Teams were supposed to be built for specific missions, but I might make a "standing" team thing.

operative history is sort-of-tracked on the backend, and that's growing. the ops have a "dossier" class with all that info that I'll be opening up more of over time.

missions are objective based: your team is trying to get to the target and do its thing, and if needed get back home to deliver it. any other plots come up based on what they need to do that: move through enemy territory and gain access to restricted areas, mainly. if they fail, they have to first deal with any consequences for failure (such as exposure to security), then either try again or find another plot.

good to know about the bass. I thought it was just my speakers. Ill let the sound guy know.

Noted on budget displays. as said above, anything that's still shown as a simple label is probably up for an overhaul at some point. Budget will be replaced with pretty graphs and numbers!

The thing w/ professions is you'll start to see there are some "staple" runners: hackers, detectives, gunners, thieves, conmen... and the "specialists" that you bring on for specific plots Once the plots and challenge generation become more diverse they will really start to shine.

Time stops for no man! Though there are very few things that work on the "real time" level, so you'll usually have more than enough time to do whatever you need. Though some critical events might have that timer counting down...

Actually the idea is that eventually the interface will be "themed" with your corps colours and logo!

Actually, the ticker already does have generated headlines. you'll recognize them by the stale "Asset #X was Stolen/Destroyed!"... but that method call will pull from premade headlines with parse-text in em to take the reported data, so things like new/stolen/destroyed assets, missions gone wrong(and public), and so on will be reported. There's a (not fully implemented) priority system to sort the story-less filler, story filler that can be opened to show the longer story, reports on gamechanging things (wars, new corps, etc), and news relevant to the player's actions.

that challenge box being too small wasn't actually supposed to be in that build :P damned unity kept resetting my prefabs even though I changed the size and committed 5 times. it finally seems to be "holding" though :P

Still need a proper mission log being built... but priorities.

As for everything else, it's either a bug to be fixed (cancelled missions trapping ops is already fixed), tied to balancing issues which is going to take some time to work out, or simply a placeholder that is still being developed (e.g. those escape/shootout plots are now only coming up when your team is escaping/fighting. you don't "plan" shootouts like that).
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Cyberpunk Espionage Strategy by Level Zero Games!

ScriptWolf

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #306 on: July 18, 2013, 02:34:11 pm »

Anyone else just get gifted the prototype on desura from spark? Ate you stalking me now spark ? xD
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sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #307 on: July 18, 2013, 02:45:46 pm »

Anyone else just get gifted the prototype on desura from spark? Ate you stalking me now spark ? xD
Were you a backer/paypaller? The invites for that just went out! All the $20+ backers got it.
Sadly, the new builds haven't been approved yet!!! They're just sitting on there waiting for the aussie desura guys to wake up and hopefully authorize today.
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Net Gain: Corporate Espionage.
Cyberpunk Espionage Strategy by Level Zero Games!

nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #308 on: July 18, 2013, 03:09:24 pm »

Just so we're clear: future updates to the prototype will be through Desura only?
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #309 on: July 18, 2013, 03:13:34 pm »

Just so we're clear: future updates to the prototype will be through Desura only?
Until we get on other platforms!

Keep in mind, you don't actually need to have the desura client to download the game! You can pull "standalone" builds straight from the website, so it's the same as hosting them on any other website or source. However, these are updated less frequently than the client build which will automatically update as we roll them out.
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Net Gain: Corporate Espionage.
Cyberpunk Espionage Strategy by Level Zero Games!

nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #310 on: July 18, 2013, 03:22:01 pm »

Oh ok. Wasn't sure if you were going to pull down the website since Desura was available. Cool.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #311 on: July 18, 2013, 03:24:38 pm »

Which website? The only links to the new builds will be on Desura, but you'll be able to jsut download them from their website directly is what I'm sayin'.
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Net Gain: Corporate Espionage.
Cyberpunk Espionage Strategy by Level Zero Games!

nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #312 on: July 18, 2013, 03:33:33 pm »

I was talking the web address for the initial prototype download, ie. levelzerogames.us6.list-manage ect....I see it's still up, but basically you won't be sending updated versions to that DL location?
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Draco18s

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #313 on: July 18, 2013, 03:33:47 pm »

Anyone else just get gifted the prototype on desura from spark? Ate you stalking me now spark ? xD

I did.
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sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype released
« Reply #314 on: July 18, 2013, 03:48:48 pm »

I was talking the web address for the initial prototype download, ie. levelzerogames.us6.list-manage ect....I see it's still up, but basically you won't be sending updated versions to that DL location?

ah no, those'll be coming down. but you can just point to desura's download page for the game instead :)
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Net Gain: Corporate Espionage.
Cyberpunk Espionage Strategy by Level Zero Games!
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