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Author Topic: Net Gain: Corporate Espionage in 2043. Development probably abandoned.  (Read 61980 times)

ScriptWolf

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Re: Net Gain: Corporate Espionage in 2043. Prototype update
« Reply #345 on: July 25, 2013, 01:24:14 pm »

love the new update finally my eyes wont be damaged anymore ! also i love the teams but i don't really like not being able to assign individual operatives to a mission as well as a team i think we should be able to assign teams and individual ops who are unassigned and in teams as well
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sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype update
« Reply #346 on: July 25, 2013, 03:23:04 pm »

you can assign individual operatives: specialists "attach" to the team for that mission only. Ops can only be in one team at a time, or else things get messy(messier, that is).
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nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype update
« Reply #347 on: July 25, 2013, 05:23:25 pm »

Massive ups on the new font. The game already looks much cleaner for it. And custom fonts in the future! I always appreciate when a game lets me do that.

Yeah, I'd like to do a google hangout sometime, if only so you can explain the deeper mechanics for the future. Playing the Prototype, every time I have new questions about how things will work, how they could work better, ect....so yeah. I'd be down for that.
« Last Edit: July 27, 2013, 03:50:11 pm by nenjin »
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nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype update
« Reply #348 on: July 27, 2013, 03:49:41 pm »

Alright, here I go again. I say most of this SB expecting that if what I'm thinking wasn't already thought of, now the bug is in your head:

-Operatives should start with their skill in native language. I've got a bunch of Africans who are worse at their native (generally speaking) tongue than an Asian women from Russia.

-You can't view Operative details when they're on a mission.

-Nice work on the memo about assets. Makes more sense now.

-There's seemingly going to be a disconnect between being a Broker, and issuing corp-wide orders. The further the prototype comes along, the more it seems like our control over companies and the corp increases. Is that something that's just going to be hand-waved or....I mean, it's cool to have control. But it logically doesn't meet up with what our stated role in the corp is. Maybe it's just waiting on the corp personalities to be put in.

-I think you need to work more with font size. While I get some of the font makes that impractical because it gets illegible the smaller it gets, with the newer font it looks like it will scale better. A lot of the subtext information could stand to be one or two points smaller to aid in visual organization.

-Operative Code Names could and should be added as a new line at the top of the Operative panel, right above their real name.

-So I guess there ar two levels of failure that generate new challenges? I got one that put a challenge in amongst the ones I've was already doing. Then on a different failure I got a whole new set of plots that was a Car Chase.

-It works that the names on the title bars of unplanned/planned plots change once you've set a plan. But I think a slight visual cue (color would work but a check mark seems thematic) would help, especially if you plan a whole plot then go back through and change your mind, cancel some plots but not others, ect....

-Target Company name should be stated on the left most panel during a mission. You can see all that stuff during the planning stage but not during execution.

-Code names vs. real names not being consistent in use yet (already mentioned)

-Team renaming. Just the word on the left side of the // marks. Can go above or under Disband Team on the Team Management Panel.

-Is the time per mission plot eventually going to be varied? It takes the same amount of time to go to your local corp headquarters as it does to fly from Central North America to Eastern Europe. I think all plots take the same amount of time too. (Conflicts happen in much shorter periods of time.) I figure no plot should take less than an hour, and no travel should take more than a day. Movement in cities should take somewhere between one and three hours, and it should be consistent based on the location. (I figure it takes longer to get around in Hong Kong or Beijing than in Seattle or Chicago or even New York.)

-Really do need color coding information about what stats are what. I like the aggregated team strength bars but it needs that color relationship explained so it sinks in.

-It'd be a neat twist if sold assets had to go to one of the other corporations in game. A sort of trade off and problem for stealing stuff from everyone and selling it. Plus, it'd be hilarious to ransom a corp's own assets back to them. That would also sort of imply that there should be a market for purchasable assets, if other corps are sitting on used assets themselves.

-I got a grim satisfaction out of watching a rvial corp's market share plunge after I stole an asset from them and put their budget in the red. Ironically, my market share fell though. I suppose because other companies rush to fill the void left behind and diffuse the market share?

-Developing assets you initiate don't seem to ever develop?

-A place to see what assets are viable for which Group(Subgroup) of Company. Is a Financials(Vehicle) Asset usable by a Financials(Investment) company, who only have Financials(Bank Asset)s? Also makes the need for new company formation and acquisition pretty apparent.

-It's not immediately clear what separates a Specialist from a regular Op. Number of schools and skills? Point value in their given schools and skills? Types of skills?

-$$ value of hiring an Operative or Specialist could be shown on the Operative button, to the right of the Operative name. Could be color coded to show whether you can afford them or not. I assume at some point, scouting different classes of Operatives and Specialists is going to have different costs, just like their Salary is varied. That's kind of why I want the Salaries shown on the Operative hire button too.

-I failed the first Blades Test of an Close Assassination test, and immediately went into a blend in test, so I can circle around and try again. THAT's what I'm talking about! That's me seeing the mission and the kind of "This equals this equals that equals oh shit" that makes these plots feel like they have action even though they're just dice rolls you have no real control over. It will be even better when random events are in. (Ended up failing another part and going into a pitched battle where my whole team was eventually slaughtered.)

-When shit hits the fan, those dice rolls become really important. I think they almost justify showing up as window on their own off to the right, once you're been CAUGHT. Because there's no running log of these challenges, you need to be able to see both the timers and the results side by side. Or....the whole challenges window needs to be longer.

-Now that I've had a chance to really dig into combat, wow, it's so crunchy and awesome. The log needs slightly better descriptions, it's hard to tell who is attacking who and who is dodging what. You can kinda put all that together from other information, but that involves a lot of pause/go so you have time to arrange the info. A column presentation of combat data in the combat log would help a lot I think. Might improve the regular plot logs as well.

-Are you always going to be confronted by combat operatives when you screw up on missions, or are corps just set right now with all combat ops or...? When I screwed up, I was faced with two Brawlers and two Duelists. Specialists in their fields. I mean, on the one hand, facing professionals when you fuck up encourages you to use large teams so you have combat support when things wrong. On the other, I had 5 ops, only a strongman and a gunner honestly trained for combat, and they all died while while we barely managed to hurt one of the other operatives (who seemed to heal in the middle of the fight....) If all other corps have both operational teams and defensive teams (like all corps respond with randomly generated goons to defend their stuff) at the start of the game....we need to start with more Operatives, because the price of failure is enormous. Big combats for potential failures require big teams which requires lots of money.....you see where I'm going with this. I think it's cool, personally, if other Corps have to make due with the Ops they have just like you do. Scientists in fire fights, actors punching people in the face, quirky stories like that. Otherwise....you're basically need 6+ Operatives to adequately and safely go after an objective. If your own corp is defending against attacks with teams of random security mooks....yeah.

-Going to ramble here a bit. So if the conflict that result from a failed mission are based on the plot type......that's something you can plan for. It seems like failed social plots result in interrogations, and combat-based plots result in fire fights. So knowing that, the player could plan ahead for the kinds of teams they need to build. Social plots need people to defend against Interrogation (whatever that is), combat plots need adequate fighting backup. But there's all kinds of plots mixed in with each mission so....this is all stuff that's discovered by exploration of the game, but it's enormously complex to explain in a decent way and balance. What exactly are Operatives attacking/defending with in combat? Because the numbers I saw were very low (0 - 3) in some cases. Skills should honestly factor into those calculations as well, so you have a wider range of results. That will, however, exacerbate the problem of Operatives being completely outclassed when they fuck up and get caught, requiring even more careful planning of fallback Operatives. Tests during conflicts should also weight toward Operatives most likely to beat them. Otherwise it's completely arbitrary whether bringing combat support Ops will help you when things go wrong. You still want some chance that your Artist will have to dodge bullets and be hurt in the chaos of a fight, or have to throw punches themselves....How deterministic combat is will have a large impact on how much control players feel they have over missions. Up until that point challenges are a known quantity...once combat starts though, who is doing what, why and what their chances of success are, are all very murky.

-Based on the above, I have to say I'm DROOLING at the prospect of cross-training all my operatives in some combat capacity. That just sounds awesome.

-I think everyone needs to start with a little bit more right now. The margins everywhere are pretty slim. You're one bad run away from completely screwed, and other corps are one run away from going in the red. Larger starting budgets to mess with would help people be able to cover their bases better. The more variety there are in available plot types, the more flexible the player needs to be at the start of the game to be able to progress. I'd say you need to able to retain at least 7 to 8 ops to be able to roll with most of the punches.

-We should be able to abort missions while it's still within our power to do so. Aborting a mission would cancel the current plot (or require it to complete) before starting a new mission called "Extraction". What kinds of things required to extract would be based on security and heat and whether or not the Ops had been exposed yet. Once they're "caught", Extraction is impossible.

-Heat values, when relevant, need to be shown somewhere on the mission panels. Perhaps colored based on whether it has changed recently, red for up, green for down.

-An idea for support missions: Distraction missions to throw the heat off of the actual Operatives and their plots.

-It seems like raising the department budget is a really slow process while getting money into the slush fund (getting paid your budget) is a quicker form of wealth generation. There needs to be some clarity on the issue for the player's sake. For example, Intel should do something to your budget. Is Intel an Asset corps can factor into their power rating, or something they can claim holds a dollar value, so it can be passed on to the broker in the form of a higher budget? Does getting intel mean you get a payday? When is payday? All these questions and their answers are important to how players proceed with their Operations.

I added some of the more coherent requests to the bug tracker.
« Last Edit: July 27, 2013, 06:47:47 pm by nenjin »
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nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype v0.4.1
« Reply #349 on: July 28, 2013, 02:41:06 am »

Liking the new Intel menu. Although I'm a little fuzzy on what Associations actually means. I know it's a catch all term for activity but....maybe activity is better? Associations to me implies less things like "who is attacking me" and more "who do I work with, associate with." Will that allow us to directly target companies and asset for intel collection instead of relying on investigating random assets of a corp?

Can you not have more than three assets revealed right now? After uncovering some additional assets, it never showed up in my list of potential targets.

Are Operatives eventually going to learn new skills by doing things at which they are unskilled, as a result of what you have them do in missions? Is there any "learning by doing" plans, outside of training?

Asset depreciation seems pretty punishing right now. I keep running into yellow dead ends where there's too great a chance of running out of gear. As my Assets keep falling in value, my budget starts tanking hardcore. You end up caught between a rock and a hard place, needing useful assets to boost your budget back up. At this point, I've played a game for several in game months (I think I was just in to the start of September.) About 2 hours. I had 7 Operatives, a budget of $95/$54, and it seems like after every two missions or so, my budget would tank another $20. Assets I told companies to develop didn't seem to be doing anything. Seemed to be spiraling downward...although I didn't notice Operatives going away or the slush fund dropping by rapid amounts. (Although it did seem to be nudging downward.) Meanwhile, I had about 5 held assets just doing nuthin.'

I've found the gameplay cycle, but I wrestling with the long-term economics at this point because the thing that drives the game forward, your budget, is so hard to keep up. And this is running missions back to back (can't run more than one at a time, because you can't afford two hackers, two spys, two faces, two masks, ect...)

I know at some point you have to take risks, but right now my calculation is "If a Yellow Mission potentially requires more gear to complete the tasks than is available to my Ops, I won't run it." And that, surprisingly, shuts out a lot of options, because a lot of niche things like science plots or surgery plots or business plots or pilot plots end up costing you, potentially, 6 gear per Op for that plot. So you end up blindly collecting Intel on random corps where the demands are within Gear tolerances, and stealing random assets that you can't put to use. It'll be even worse when gear has to be bought and applies to specific tests instead of everything. Many opportunities will be locked behind the "need a new guy" barrier. And like I said above, failing missions means really bad consequences. I have yet to build a team in the prototype that has survived them. Other things like the other Operative features will mitigate this to some degree.

Net gain clearly isn't an easy game to balance. But if the prototype dead ends after several in game months (probably an hour if you speed through as much of it as you can), it'll be hard to judge the long-term efficacy of things. The budget/slushfund/economy stuff really needs to be stable so things like save games have a purpose.
« Last Edit: July 28, 2013, 06:05:10 am by nenjin »
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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 v0.4.1
« Reply #350 on: July 29, 2013, 12:37:38 am »

Please excuse any typos. it's late and I'm using a voice-to-text thing thats giving me sass

It's *really* difficult to balance missions/conflicts/failure/budgets/economy right now because there are still huge chunks of the game missing, so prematurely "balancing" without all the information isn't very feasible. There's a pretty large aspect of the economy (corporate ranks, conglomerates) that - while missing - means all the corps are on one field when they really shouldn't be. I'm hoping to do another pass on economy after this current pass on intel/missions/operations is done, then another pass on teams/conflicts to make those more engaging and - well, fair. might actually put this in before then: corps will have specific response teams, instead of [team-1] challengers of just=the=right profile. the problem is adding a corpsec response team with hackers/etc is a bit silly until the proper support attacks code is in place. actually prototyping out the next pass for conflicts this weekend: each side has a skirmish, flanks, and support section, so where you assign members determines how you're running the fight; screening for your hacker ops to wreak havoc on their systems, risking your guys in flanking to try and take out the rivals, or just going toe to toe...

Loving your feedback, as always! a lot of things I'm definitely considering!

Associations actually wouldn't be shown on the Intel menu until revealed. You see when you get Intel on something, you can then use that Intel to uncover one of its associations. This currently happening in the hard coded form of spending Corp Intel to gain Intel on an asset. How this actually works is you gain Intel on a public item (like a Corp), or something you've already uncovered. Then you can "burn" that Intel to attempt to uncover things it is associated with: for a corporation, this means assets, operatives, teams, etc. This also means if you the Intel on an asset, you can burn that to learn more about the company holding it, the team that's stealing it, etc.

You should be able to have more than three assets, there's no hard coded limits.

Yes operatives learn by making tests (the code is there, but it's not currently implemented), they learn more from the dangerous an intense challenges in the field, or they can train up by making "safe" tests at base.

The economy needs a lot of finagling still. Right now it looks like assets are going to have a larger range of value, so individual assets can be more potent. The the budget should be growing with the corporations power, but it's a bit difficult because they also spend that to improve the companies, which increases their expenses, which means they can't afford a higher budget... Once the economy stabilizes and corporations are appropriately growing and shrinking, the budgets will appropriately grow and shrink as well. As is currently could be doing very well, and the budget will drop because your company - doing so well - invested a bunch in infrastructure and has nothing left to pay you!

The language skills aren't quite what you think they are: everyone's chipped to speak the most common languages! language skills are specifically a combination of etiquette and cultural understanding. But yes, their generation should be a bit less random... But so should a lot of skills. That'll come in the next profile refactor.

I'm thinking of adding a pane on the right side that slides into view when you click on a button, like a tool tip, but a full pane that is the details menu for whatever the item is. I just need to reconsider the menus that are already a bit wide, like planning missions.

The corporate-wide orders are only still included because the rest of the features aren't, and I thought I'd give people something else to play with. Those orders will be locked, though you can gain influence within the corp to execute those orders.

Fonts really don't scale well, so I need to pick a size. Any smaller and it's a bit eligible.

Code name/real name stuff does still need work.

When you fail a challenge, you have a 50% chance of "recovering" the challenge, and getting to try it again with their rank reduced by your previous success. If you can't recover or fail a recovery, it fails to an escape or if already an escape, to a conflict.

Timers will be varied. Those aggregate strength bars for the teams aren't actually working yet. That's something Morgan is making this week.

Bought and sold assets are going to be on a shared market.

Assets should be developing regardless of who gives the order. They currently only update every week , though.

There's no such thing as a financials(vehicle) asset!(?) Acquiring and forming companies is in the next economic iteration.

A specialist - as the term is currently use in the game - is just an operative who is temporarily assigned to a team for that one mission. That all will change once actual specialists - who aren't on retainer, only working on that one mission than leaving for a fee - are included.

I'm going to be making different " menu states" for the buttons, so they'll show the pertinent information for each (e.g. Salaries listed in the hiring menu)

I've been accruing a lot of the problems in the currents conflicts, and will be addressing them on the next iteration. What's going on should be much better presented.

Skills are factoring in the conflicts: there is a set of specific skills that are used in a fight, and each turn the operative is given a set of three skills on that list, and they choose the one they're best at... if any. If you have a fight, and the operative isn't a fighter, they'll just be going off their raw stat. I'm really looking forward to next conflict iteration, where fighters and support will shine.

Aborting missions were supposed to make it in, but I forgot to include in the last build!

Heat has been disabled until the interface is ready to communicate to the player what is going on: currently they would just start seeing new plots pop up with no idea what went wrong.

Filling out the slush fund is easy, but given the whole point of it is to find and hire operatives, it doesn't actually mean anything on its own. That, and once I start doing the "Cap iteration", then if you just sit back and collect a bunch of money in the slush fund without actually doing anything with it, the corporation will start dipping into your fund to use on other expenses! " well if you're not going to use it, we will!"

Intel does nothing to the budget, it is a means to an end: stealing assets, which helps the Corp, which helps the budget.

I noticed the thing with the music too... Not quite sure what's going on there. You should submit a formal bug report!

Right now there's no difference between steal/destroy... But eventually destroying will be easier, since once you commit your sabotage, your team can bleed back into the shadows. Stealing requires getting in the objective back to base which can bring up its own perils, depending on what you're trying to smuggle across the borders.

There's always a delicate balance of giving too much information on the economy, and intentionally burying some of it. The broker should be seen enough to understand what's going on, but not get pulled into it, since I want their focus to be more on operatives and missions.

Yes, assets are the backbones of missions, but I have every intention of extending them to interact with all "iTargetables", including destroying infrastructure, or directly stealing wealth from other corporations, or inciting chaos in enemy territory, etc.

I'm erring on showing too much rather than too little; as Intel continues to be fleshed out, more of the rival information will be hidden - needing Intel to expose it. Of course some information will always be public.

I put in those memo alerts specifically because of your posts! :D

I do still need to address team size, but that comes in the next mission/conflict iteration. Basically the different form of tests, so we need to make a stealth tests, the * entire team* needs to pass the test. Sneaky operatives can help their friends, but it's still a risk.

Mission/Plot variety and balance still needs work, though it got more diverse in the last build... but it got a bit TOO diverse, bit too random. balancing acts :P

The plots you have available are based on the objective and target, with more granularity up as the system develops. For example when you steal an asset, that happens to be a politician, then you can choose if you'll try to bribe him, coerce him, convince hinm, blackmail him, etc. It'll give proposals that makes sense for that target. This another pass on plot tags I have to make that'll make them much better.

[Few more things her the right up to thee I've implemented ;)]

I want to make a time slider, complete with a drop down where you can tag different events that you want it to slow down for.

Operatives do need a recovery and cool down and breaks, don't know when they'll get implemented though.

Scouting operatives got a bit Borked, but as getting replaced with a rudimentary circles pass fairly soon.

Whew!
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Zangi

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Re: Net Gain: Corporate Espionage in 2043. Prototype v0.4.1
« Reply #351 on: July 29, 2013, 03:28:47 am »

Is there a point/benefit to investigate uncovered assets?

How often is gear replenished?  Will you be able to replenish gear for operatives at your expense?
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sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype v0.4.1
« Reply #352 on: July 29, 2013, 10:06:11 am »

Investigating assets isn't useful until this next build is out.
gear is replenished for free during the mission briefing, part of assumed operating costs
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nenjin

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Re: Net Gain: Corporate Espionage in 2043. Prototype v0.4.1
« Reply #353 on: July 29, 2013, 02:05:13 pm »

Delicious developer feedback omnomnom.

Quote
corps will have specific response teams, instead of [team-1] challengers of just=the=right profile. the problem is adding a corpsec response team with hackers/etc is a bit silly until the proper support attacks code is in place. actually prototyping out the next pass for conflicts this weekend: each side has a skirmish, flanks, and support section, so where you assign members determines how you're running the fight; screening for your hacker ops to wreak havoc on their systems, risking your guys in flanking to try and take out the rivals, or just going toe to toe...

So we're going to be able to strategize during conflicts? That'll be pretty neat.

Quote
Associations actually wouldn't be shown on the Intel menu until revealed. You see when you get Intel on something, you can then use that Intel to uncover one of its associations. This currently happening in the hard coded form of spending Corp Intel to gain Intel on an asset. How this actually works is you gain Intel on a public item (like a Corp), or something you've already uncovered. Then you can "burn" that Intel to attempt to uncover things it is associated with: for a corporation, this means assets, operatives, teams, etc. This also means if you the Intel on an asset, you can burn that to learn more about the company holding it, the team that's stealing it, etc.

So the process goes like: Gather intel on the corp. Burn intel to learn something about that corp. Gather intel on the thing you learned about, to learn about the thing? I like it, it's a layered system.

Quote
The economy needs a lot of finagling still. Right now it looks like assets are going to have a larger range of value, so individual assets can be more potent. The the budget should be growing with the corporations power, but it's a bit difficult because they also spend that to improve the companies, which increases their expenses, which means they can't afford a higher budget... Once the economy stabilizes and corporations are appropriately growing and shrinking, the budgets will appropriately grow and shrink as well. As is currently could be doing very well, and the budget will drop because your company - doing so well - invested a bunch in infrastructure and has nothing left to pay you!

Filling out the slush fund is easy, but given the whole point of it is to find and hire operatives, it doesn't actually mean anything on its own. That, and once I start doing the "Cap iteration", then if you just sit back and collect a bunch of money in the slush fund without actually doing anything with it, the corporation will start dipping into your fund to use on other expenses! " well if you're not going to use it, we will!"

This should REALLY come down to a corp's personality. Perhaps the corp's appetite for risk determines how close to the margin they're going to run their Department. Companies that like to fly by the seat of their pants pour a large portion of their profits back into their companies, leaving them a smaller bank roll to work with, but who are always seeing their budget increase because of the amount of reinvestment. More cautious companies, on the other hand, might always want a certain amount of money on hand. Honestly, WHAT kind of corp you work for, what kind of markets (i.e. Assets) they're interested in could have a huge impact on game difficulty from the Broker's perspective. I know there's plenty of other attributes/aspects to corps not revealed yet, but their propensity for spending money probably will be a meaningful part of how tough it is for their Broker to grow the Department. Also a long-term, relatively static challenge too. Unlike Asset depreciation, which can go up or down based on the assets and where they are in their lives...the mentality of your corp is going to be a constant.

Don't get me wrong. I LOVE the idea of working for an AI, and having the challenges in game be as much about the position your corp leaves you in, as it is about missions. But, I see a degree of frustration in there as your corp is a) spending your budget down to nothing on projects and b) stealing out of your slush fund as it sees fit. There's a fine balance between the fun of being a minion in the control of a volatile master....and being hamstrung by your own AI to unfun degrees. While Operative growth (we'll call this horizontal growth) will certainly help the player pass the time and stay interested watching things grow.....vertical growth (more, diverse Operatives, better facilities) is where the real meat of the game is. And because game difficulty is largely tied to vertical growth (the ability to take on many diverse challenges) and less on horizontal growth (the ability of a few Operatives being able to do a few things very well)....yeah. More balancing!

Consider, once all the corp traits and behaviors are in, trying to quantify all those elements into a "difficulty" rating. Certain traits and preferences push a corp toward being harder to play than others. Then, when the player starts the game, their difficulty settings dictate what kind of corp they get. Hard difficulty would very aggressive companies that spend much of the available money around the player, gives them the most directives and generally is the most active. Easier difficulties would be the corps that are more reserved, work on slower, long-term growth and maintain higher margins on their budgets so the player can be more flexible (or overpowered). There definitely needs to be an "easy mode" just so the player can understand the game as a sandbox and all the things that are moving sand in it.

Net Gain is, in a sense, starting to remind me of Sim City 2000. A pretty awesome simulation that, because of all the factors involved it's very easy to back yourself into a corner. I would always start a pretty basic city with the standard features (power plant, police and fire station, ect...) and start a period of growth, then begin to spiral downward until I couldn't keep my budget up.

Quote
The language skills aren't quite what you think they are: everyone's chipped to speak the most common languages! language skills are specifically a combination of etiquette and cultural understanding. But yes, their generation should be a bit less random... But so should a lot of skills. That'll come in the next profile refactor.

I hear you. But I still feel like someone from Africa should have at least a 1 in Languages, being that they lived there and have likely experienced some of this cultural etiquette. Or to put it another way, I don't see how having more Acuity or Integrity helps you figure out the mores and etiquette of places you've never been, in a do-or-die moment. Because seriously, an Asian woman from Russia understands even the basics of African culture better than Operatives who lived in Africa? Just seems like a disconnect. Might be better to rename that school to something like "Culture" and make Language/Etiquette separate skills (or one?). Might make it a little clearer to the player what's actually going on. The rationale that everyone can speak all the basic languages isn't really explained anywhere (although it's totally reasonable.)

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I'm thinking of adding a pane on the right side that slides into view when you click on a button, like a tool tip, but a full pane that is the details menu for whatever the item is. I just need to reconsider the menus that are already a bit wide, like planning missions.

Is there a problem with floating text boxes, or are you aesthetically just not interested in doing them? I'm ok with a slide out box, but I do find mouse over tool tips the easiest. You see an element of the UI you don't understand or you want more specifics, you point at it, it explains itself. I find that preferable to a box that tries to explain every element of a screen. Either way I'll live, it's just my preference.

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When you fail a challenge, you have a 50% chance of "recovering" the challenge, and getting to try it again with their rank reduced by your previous success. If you can't recover or fail a recovery, it fails to an escape or if already an escape, to a conflict.

Ah ok. I suppose a mission log will make what happens a little clearer.

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Timers will be varied. Bought and sold assets are going to be on a shared market. Acquiring and forming companies is in the next economic iteration.

Yay to all that! Corps not developing new companies does, for me, kind of bottleneck the game. It'll be nice to deploy those stolen assets to new companies.

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There's no such thing as a financials(vehicle) asset!(?)

Not having a save game I can't show you, but I swear that's what it was. On the other hand, it's entirely possible I got confused, seeing as there are actually 3 levels between Companies and their Assets that you have to keep straight! The Market, the Type and the actual thing!

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Assets should be developing regardless of who gives the order. They currently only update every week , though.

Ah. That's probably why it appeared to not do anything. The thing is with Net Gain right now...the timing of the budget cycle isn't clear. Which has been the basis for a lot of economic confusion. I mean, the principle is sound. Get Assets, Install Assets, Make Megabucks. (What IS the unit of denomination in Net Gain anyways? $1 = $100,000 e-dollars?) Are things generally done in Net Gain by the week?

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Fonts really don't scale well, so I need to pick a size. Any smaller and it's a bit eligible.

I'm not harping on you but that does seem like a pretty big limitation. At least, to me, size is a pretty potent element of contrast. And I think everything being the same font size in Net Gain continues to contribute to readability. Then again, I am a certified font nerd.

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Skills are factoring in the conflicts: there is a set of specific skills that are used in a fight, and each turn the operative is given a set of three skills on that list, and they choose the one they're best at... if any. If you have a fight, and the operative isn't a fighter, they'll just be going off their raw stat. I'm really looking forward to next conflict iteration, where fighters and support will shine.

Ah ok.  That would explain the low rolls I was seeing. So what's "Recovered 2 Agility!" about in combat? I was pleased to see that until I noticed corpsec healing HP!

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A specialist - as the term is currently use in the game - is just an operative who is temporarily assigned to a team for that one mission. That all will change once actual specialists - who aren't on retainer, only working on that one mission than leaving for a fee - are included.

This makes much more sense now.

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Intel does nothing to the budget, it is a means to an end: stealing assets, which helps the Corp, which helps the budget.

I get that. But this is 2043! Information is power. Intel should have a real world dollar value, to both your corp and the larger world. While I get that, functionally, it doesn't work that way (Intel is just allowing you to know things are going on in real time), thematically that should be worth something. I think I may be barking up the wrong tree since Intel is viewed as a pool instead of as an asset or thing. But part of me craves the ability to sell intel, be an information broker and make money that way. Imagine, for the future, two rival corps that hate each other, and your Department runs Investigate missions against both, selling Intel on the targets to their worst enemies, eventually bringing them both down and profiting from the whole enterprise on THEIR dime.

On a more down to earth level, Intel being worth something financially means you're effectively not always in a race to get the next asset before your budget falls below a level you can do anything with. The concern may be rendered invalid by the fleshed out economy, maybe not.

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Right now there's no difference between steal/destroy... But eventually destroying will be easier, since once you commit your sabotage, your team can bleed back into the shadows. Stealing requires getting in the objective back to base which can bring up its own perils, depending on what you're trying to smuggle across the borders.

Easier how? Fewer actual plots to run? Fewer challenges within each plot? (I've noticed it can be as few as 3 and as many as 7 challenges per plot.) Lower challenge values to beat? Doesn't the Heat and the specter of combat make Destroy missions arguably harder? (Seeing as they get more of the shoot people/car chases/beating people up/blowing stuff up plots.) Logistically I understand and agree that Steal Missions should be "harder" in that they take longer, their objectives require more complicated things and they have different exit strategies. It's just that there are several ways Net Gain approaches the question of hard.

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There's always a delicate balance of giving too much information on the economy, and intentionally burying some of it. The broker should be seen enough to understand what's going on, but not get pulled into it, since I want their focus to be more on operatives and missions.

I'm erring on showing too much rather than too little; as Intel continues to be fleshed out, more of the rival information will be hidden - needing Intel to expose it. Of course some information will always be public.

So here's my thinking on what is public vs. private:

A corp's name, obviously, is public. Their market share is something either 3rd party analysts make it their job to decipher, or your own corporate researchers figure out, so that should be public too. Their Warchest and Income (i.e. department budget) should be deep level Intel stuff. Any of the info on their Operatives should be mid to deep level Intel too. What companies a corp owns should be publicly traded information. The value and location and industry of those companies should also be public. However, the depth of the companies' infrastructure should be low to medium level intel, and the amount of security it has because of it should be medium to deep level intel. (Assuming security isn't strictly locked to the size of a company's infrastructure. Otherwise you can infer one from the other.) Assets are kind of tricky. On the one hand, Pepsi can't hide the fact that Mnt. Dew: Blackhole is their newest and most successful product. On the other, not every military manufacturer announces the newest thing they're making to kill people. Some only quietly sell their wares to governments. So I'm torn on how assets should handle their info with regards to Intel. Can it be based on the Asset type? Can some assets reveal at a minimum their name, while others are shadow assets that you need to have Intel on to even know what they are? Just about everything else regarding assets should be private info: value, stage, even type. (Again, I'd love if that stuff is hidden or not starting out, based on what it is.)

Or will all assets be completely unknown without Intel until they are producing?

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Yes, assets are the backbones of missions, but I have every intention of extending them to interact with all "iTargetables", including destroying infrastructure, or directly stealing wealth from other corporations, or inciting chaos in enemy territory, etc.

Splendid. I look forward to just cutting out the middleman and taking money directly from a corp where I can.

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I put in those memo alerts specifically because of your posts!

Only half true. I saw there was a spot for them in some capacity in the first Kickstarter video ;)

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I do still need to address team size, but that comes in the next mission/conflict iteration. Basically the different form of tests, so we need to make a stealth tests, the * entire team* needs to pass the test. Sneaky operatives can help their friends, but it's still a risk.

Oh shit. That's both awesome and kind of scary. On the one hand, it was striking me as a little silly that my Gunner might need to pass a Longarms challenge (shoot a guy) then my Spy needs to be the one to look around see if anyone noticed. (Presence.) Guys aren't going to just sit around on mission with their thumb up their ass because they're there as back up. On the other.....the threshold for failure seems like it's going to go up because of that, by a lot. I mean, the threshold is going to be all over the place as the game moves along and new things are added, more general systems get more specific....I'll just have to wait and see. But now there is a direct trade off between more manpower and your chances of success, unless you've got an army of cloned soldiers with identical skills.

Hey. There's an idea. Cloning! :P No seriously, it's a good idea and you should consider it for high-level gameplay. There's all sorts of fun shit you could do with that.

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Mission/Plot variety and balance still needs work, though it got more diverse in the last build... but it got a bit TOO diverse, bit too random. balancing acts

Ah hah! So I'm not just crazy! I thought I was seeing missions I'd never seen come up that often. Or missions where you get the usual spread, and then the last one is something really quirky, like Science or a Backroom Surgery.

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The plots you have available are based on the objective and target, with more granularity up as the system develops. For example when you steal an asset, that happens to be a politician, then you can choose if you'll try to bribe him, coerce him, convince hinm, blackmail him, etc. It'll give proposals that makes sense for that target. This another pass on plot tags I have to make that'll make them much better.

It kind of clicked for me when I saw some missions with [NO TAG]. And I'm already seeing the plots line up. A Steal Trainer Asset already went the social route for the final plot and I was pleased to see that.

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I want to make a time slider, complete with a drop down where you can tag different events that you want it to slow down for.

Oh that will be nice. Especially when things start happening to your corp. Even though it doesn't affect you directly, it's something you need to know happened and observe the trickle down results of.

I'm gonna get all mushy for a second....seriously, I'm glad I backed this project. I've seen quite a few Kickstarters come and go now, all of them obsessed with things like graphics, stretch goals of questionable merit and end up with games that are 2 dimensional when they made us dream of 4. But Net Gain is really about the things I love: Mechanics. Relationships. Tradeoffs. Themes. Choice. Agency. Personalizing the game world. And it keeps growing these things.

I'm not an easy gamer to please. I hope big and tend to crash hard. I can't say I do that entirely on my own though, it has a lot to do with the games I put my hopes and dreams in. Most games start simple, get more complex, then get more simple as the needs of time money and design require it. Net Gain though....it's just becoming more complex as it grows towards its final product, instead of less. Or to put it another way, Net Gain is already at the place where I feel like most games would feature lock it, balance it, slap the GUI on it and go on to ship. And it's still a prototype!

I mean, I figure at some point you'll have to do that yourself: cut features for release, dial back the complexity of something when it outstrips your ability. And Net Gain is in a different position than most games because a lot of work is data-driven and under the hood. But still, of all the games I've backed on Kickstarter, I feel like this is the first one that's really in touch with just making a game, instead of making The GameTM.

So yeah, keep trucking! You keep putting out builds and I'll keep playing them and spewing text at you. Can't wait for the next one!

Also, a suggestion. Net Gain doesn't have a huge community but that doesn't mean there isn't a talent pool to draw from.

Consider, as part of a community building effort (and to save your wrists) outsourcing some stuff. For example, put a competition out to the community to write headlines for the game.

Or, my personal favorite, a community music contest. It's dirt simple to make music these days if you've got the right software, and I've always found something to like when games have held music content contests. The game needs as many cyberpunky tracks as it can humanly have.

I'd say community art too, but there's no where to put any of it in Net Gain, now and possibly not even in the future. Corporate logos might be a thing though.

Maybe the community isn't large/engaged enough to really make it worth it....but it only really costs you something if it takes off!
« Last Edit: July 29, 2013, 03:38:42 pm by nenjin »
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Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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BlindKitty

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I've got some stuff to say, but way, way less than nenjin (seriously, you eat up so much of my time with those posts! :D). And even an idea that could be interesting touch.

First, I think that the music is outsourced already, and that said, it's all made by one man (or am I wrong?) - I'm not sure if throwing in music from other people would work so well. But on the other hand, I've had an elephant dance some Irish stuff on my ears, so it doesn't bother me much. :)

Second, I have some more time now. I will play the game and I will probably have more to say soon. But from the little things I saw playing so far and judging by the posts and the updates and stuff, it's already progressing more and faster than I even hoped. Good work, that's what it is.

Third: The Idea. It was born when I read about the whole team having to pass the sneaky challenges. I have imagined the assassination mission (destroy asset: politician), where we have just two operatives: The Assassin and The Driver, who is getaway driver. So, we have a mission in several parts:
1. Get to the general vicinity of the area (The Driver does that)
2. Sneak through the security (both do that)
3. Shoot the man in the head (The Assassin does that)
4. Sneak back to the car (both do that)
5. Get out of there, fast (The Driver does that).
There is an observation: The Driver sneak through the security for no reason at all. So, if you could add one little plot point:
1a. Prepare a safehouse (The Driver does that).
And there will be another plot point later:
4a. Join the main part of the group (The Driver does that).
The mechanics would be simple: during planning phase, when we don't need certain operatives in the middle of something, we order to add a Safehouse plot. It makes part of the group hole up somewhere (relatively) safe and usually outside the inner circle of security. They can't be used by the main group, but they don't have to pass the whole-group tests, too. Because I shouldn't be taking my hacker into the battle arena if he already did his thing and opened it's doors. ;)
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sparkbolt

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Re: Net Gain: Corporate Espionage in 2043. Prototype v0.4.1
« Reply #355 on: July 31, 2013, 01:24:01 pm »

the music
One guy, Richie Palys. I'll probably make a folder where you can put your own music at some point, but any game music i put in the builds for everyone has to fit my pretty specific requirements.

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Third: The Idea.
Yep! at some point this is already intended to be implemented, but it's kind of difficult with how things are currently. it needs a lot of other systems before this is supported.

So we're going to be able to strategize during conflicts? That'll be pretty neat.

That's the idea! The broker is supposed to stay high level, so no direct orders kind of thing, but able to give broader strategy commands (think ogre battle kind of stuff... though not really)

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So the process goes like: Gather intel on the corp. Burn intel to learn something about that corp. Gather intel on the thing you learned about, to learn about the thing? I like it, it's a layered system.

It's the whole "connected web" theme of espionage. following leads, digging up dirt, constructing the "bigger picture", etc. is all done through intel associations.

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Economy
execs will fiddle with all those values yes. but the main goal is to have a more stable budget in the end making most of that moot. corp does better, budget gets bigger. less wild fluctuations. It is possible to back yourself into a corner, but that's pretty much the lose condition. if you mismanage resources to the point where you've crippled your own operations, that's a game over (or a transfer to a less powerful corp if you're not already on the bottom rung)

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Languages
Honestly i'm probably gonna end up changing the name. but yeah as i said the skillgen isn't very aware of anything other than the profile atm. once traits are in that'll open the door there.

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details pane vs. tooltips
the detail pane is going to be a full menu, like the current detail menus, interactive with options and etc. I *am* using tooltips, but for very different things, like: as you say, explaining what a UI element is, if that information is too dense to show otherwise. or lie currently, where it says who the loyalty % belongs to on the loyalty bar (though that's not ideal,but works atm)

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financials(vehicle) asset
So there IS one, the industry(assetType) with no sector part threw me off. the vehicle asset is part of the *insurance* sector, so it's vehicle insurance. there are a few places where the order of ind/sec/type still needs to be clearer but thats just fiddling w/ labels, etc.

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weekly budget
the numbers dont realy make sense on a daily level (op salary = 2.714285714285714), but i'm hoping to have that "weekly estimate" and then live updates for the numbers... but it'll take an overhaul on the economics to pull off proper.

the denomination of Net Gain is Σ. Power. It's the sum of wealth, funds, stocks, benefits, bribes, blackmail, tips, gifts, perks, deeds, favours, etc. factored and evaluated to an abstract number by an army of complex AIs. When you're playing at the level of Brokers, money is such a small piece of the puzzle.

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conflicts, skills, recovery
operatives can "soak" attacks with stats before the more "sensitive" ones take damage. the most literal is in combat, ops can soak attacks by burning agility (representing diving for cover, being suppressed, etc). on an ops turn, they can decide to 'recover' some stats. agility can be recovered in just one turn, representing finding better positioning, regaining footing, etc. Agility is important for attacking, but it also only takes a moment to recover your footing opposed to the trauma care needed to recover Body. they're not very smart about it atm, though. that'sa fore the next conflict iteration.

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Intel
Once missions expand outside of assets, there'll probably be an option for just tossing intel up on the market for straight Σ, but in order to do it properly that intel needs to actually get used instead of falling into a void. there are consequences to selling off intel, the least of which is your own connection to discovering it.
That way you can sell off intel you dont care about, and pursue the stuff you do.
but yeah that concern will be dealt with w/ proper budget. but selling intel is planned; definitely a core part of cyberpunk AND corporate espionage.

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destroy/steal
well one of the big things will be once associations are implemented fully: if you steal something, that corp KNOWS that asset! stealing something means they'll want to steal it back, destroy something and they don't really have that option. In theory a proper destroy mission doesn't generate heat until your team is at a safe distance... though i guess that depends on what/how you're destroying.
Also once proper package handling is implemented, smuggling whatever you stole back out of checkpoints may get harder.

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intel
intel also represents more than just knowing it exists. intel is your "in". you can know Zazz soda is in your vending machines, but it's not until you get intel that you know where and how it's manufactured, what the logistics for delivery are like, etc.

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Alerts
well of course I planned on having an alert system, I meant those specific alerts you mentioned in your post!

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team/individual tests
I preferred to think of it as your gunner taking someone out while your spy kept watch!
And that tradeoff is intentional, and the main way to limit just putting everyone on a team (besides budget): every extra person is someone else for your fighters/spies to babysit.

yep, a lot more quirky plots were put in instead of just the basics, so you might actually want to hire on one of those special profiles now and then.

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plot tags
heh, yeah that was a coincidence... but is how it's going to work, and soon. the tags are still pretty dumb and not taking asset type into account yet, that's the next mission pass thing.

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Mushy
<3

There's a reason the most popular thread for this game is on DF forums, and why i frequently mention DF: I'd love to be able to keep developing in the same fashion. If funds run out I'll have to cut features beyond what i had initially planned and wrap things up... but I'm hoping to at least get to that base level and have that be enough to bring in more people so i can continue to grow it. the game design, theme, genre, mechanics, and iterative development were *all* chosen explicitly to benefit each other. Many simulations fail because they spend time developing under the hood stuff that is fun for *programmers to make*, but not for *players to play*. with an espionage game and iterative development, I can keep adding new simulation systems that directly connect to and *expand* gameplay, by merit of the genre and mechanics being all about riding those connections and systems and turning them to your advantage. What is espionage if not uncovering parts of a simulation and bending them to your advantage :)

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Net Gain: Syndicate
From day 1 I wanted Net Gain to be powered by community contributions, and again, the game is intentionally designed to be powered by community input. It's not really in a place where it can take on too much, but that is the plan. I'm already doing what I can by asking people for headlines, plots, etc... and many of the headlines are from people's contributions already. I put in as many 'portals' for user content as possible: headlines, asset names/descripts, events, plots, original operatives, conspiracies (missions w/ "prescripted" plots), etc, etc.

Art is def a possibility once more of it's in... it's actually one of the leading reasons I chose a pixel style; it's accessible and fast. Now that logos are added I can start taking new logos from people as well.

right now the only problem with community input is people keep sending me parodies/ripoffs of shit that already exists instead of actual creative content. Sometimes it's okay, but not all the time: it's like if the news *only* talked about shit that happened in the 80s all the time (instead of just "too frequently", like they do now).
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Net Gain: Corporate Espionage.
Cyberpunk Espionage Strategy by Level Zero Games!

nenjin

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Quote
operatives can "soak" attacks with stats before the more "sensitive" ones take damage. the most literal is in combat, ops can soak attacks by burning agility (representing diving for cover, being suppressed, etc). on an ops turn, they can decide to 'recover' some stats. agility can be recovered in just one turn, representing finding better positioning, regaining footing, etc. Agility is important for attacking, but it also only takes a moment to recover your footing opposed to the trauma care needed to recover Body. they're not very smart about it atm, though. that'sa fore the next conflict iteration.

I could have sworn corpsec was healing body in 0.4.1. I do like the use of stats to soak damage, and the recovery of stats, by say "resting behind cover" for a sec. I'd love to see that implemented in other ways, in other conflicts. So an Operative might, for example, soak an interrogation attack with body by "intimidating" their interrogator. Like a lot of mechanics in Net Gain, a human explanation of the logic behind what's going on goes a long way toward making it sensible.

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there are consequences to selling off intel, the least of which is your own connection to discovering it.

Huh. I guess it never really occurred to me that corps would care what the source of the intel (or what the intel actually is) once it went up for sale. That definitely slows down stealing assets and reselling them as an easy way to quick cash.

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well one of the big things will be once associations are implemented fully: if you steal something, that corp KNOWS that asset! stealing something means they'll want to steal it back, destroy something and they don't really have that option. In theory a proper destroy mission doesn't generate heat until your team is at a safe distance... though i guess that depends on what/how you're destroying.

Indeed. If you're destroying the data of a large financial institution, that has distinctly different implications than destroying, say, an entire manufacturing complex. Or an airport. Or the infrastructure of a large company. At some point, I reason that most acts of destruction are too large to really conceal that well for that long. Any sort of physical installation, or physical asset, that requires explosives should come with some fairly hefty heat attached IMO.

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There's a reason the most popular thread for this game is on DF forums, and why i frequently mention DF: I'd love to be able to keep developing in the same fashion.

While not everyone has the capability to continue development like Toady does....

These are the projects I want to back, that I want to see take off. Games that aren't made just so they can be released and make some cash so the developers can move to their next project, so they can make more cash; some casual platformer or what have you.

I want to back projects where their developers are making their game because they can't help it. They can't help but grow their game, iterate on their mechanics, expand their game....not because it's going to make them more money necessarily, but because they're compelled to make their creation better, broader, deeper.

And that's why I like bedroom developers who succeed. They aren't shackled by overhead, rent, salaries or running a business, and all that energy can go back into the game.


« Last Edit: July 31, 2013, 04:49:22 pm by nenjin »
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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?
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nenjin

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Really liking the new loyalty displays and corp logos.

I like the presentation of the Loyalty bar. There's a few different ways you could display that data but that one is ace. Consider that the Loyalty object names could be even smaller.

On the corp logos, what immediately struck me is how better visually organized it is! Not just because the logo gives the eye something to hang on to, but because the corp name actually sits as a title, because of the colored backdrop behind it. More of that thinking for the rest of the menus, please! The color and logo are going to make finding them in a list so much easier.

Are the logos assigned? Is the end goal for corps to be all handcrafted, or is there a method for randomly generating some corps at game start?

So I had a thought. I'd really like to know what you're up to on a short, month-to-month basis. I'm by no means disappointed with your progress or feel like I'm owed a timeline. It's just kind of agonizing waiting for the next build and wondering what the next iteration is about. The Facebook posts are nice but they don't tell a lot about the overall picture of the next build.

Consider that these are the DF boards, and we love hearing about the process. Toady often writes some gnarly descriptions of mechanics, and even in his condensed short hand it can get into some complex issues. But we love reading stuff like that! 

And, if I'm honest, development from where I can see it seems to be a bit all over the place. I say that well aware I'm the one making requests and suggestions left and right.

So, while I know that wrist integrity is at a premium, I'd love a first or end-of-the-month report. Either what you've been doing, what happened, or what you plan on doing. For one, it'd help people like me see the bigger picture of development. For two, it might help you organize your development plans. For three, it can allow you to extend how long you wait until you do a release. It certainly does for Toady! Consider the value of updates to the prototype from the player's perspective. Is what's in there worth it to the player to play, or simply as proof of progress? And for four, it gives us a bit more to look forward to in each build, rather than like "Corp buttons" and "Loyalty bars!"

The bug tracker can serve this purpose but it doesn't seem like it gets a lot of love right now and it's less pointed than a paragraph or so from you. So again, I'm not pounding the table going "I need a status report yesterday Simmons!", but when it occurs to me to find out what's going on, I pop into Facebook and see a couple screens about a couple things but no real plan for what's going forward in the next few weeks. And maybe you don't want to be that vocal about what you're thinking (I get it, I'm in software meetings all the time, and some have a very deliberate attack plan for their week or w/e, and some are much more ambiguous about what they'll be doing.) And maybe the content of an update is purely graphical, or not worth talking about in your eyes. That's cool too, but even summing that up as "Focused mainly on phase 1 of the GUI, these elements:" or "Going to work on Corp entities and flesh out their traits and behaviors, set them up for long-term play" would be good.

As a fan and as a backer, it'd be nice to know what the plans for development are month-to-month. Hell, I'll even read Facebook if that's where you'll do it. :P

One final question. What's the format for corp logos, like what resolution and file format? I want to mess around with making some for fun.
« Last Edit: August 06, 2013, 06:12:06 pm by nenjin »
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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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posted an update over on the forums! Think i might keep a rolling changelog on there, whenever i remember to stop coding for a minute to update it. What i'd really like is some cool two-panel thing for the netgain.levelzerogames.com that shows the short twitter updates on the topleft, the longer form forum posts/blogs/etc below that, and the static information on the right. or something along those lines, anyway...

I like how it turned out, it'll be even better once the "blurred edges" are in for those less than certain loyalties. I'm hoping to swap out the list of labels below them with just one label that updates depending on what your hovering over.

Yeah, it's all planned, it just takes time to actually implement. I'm hoping to get the operative profile icons in very soon to help with finding the people you want at a glance. If you compare what it looks like now to what it looks like even just on the initial prototype, you can see a marked improvement.

If by assigned to you mean assigned to individual corporations, yes. There is a set of premade Logos with premade colors, or they may take a logo and generate their own colors (as made evident by some very garish selections, i'm still working on that). The next step is having Logos generated a lot of various parts, for a few more abstract ones. As with most things in net gain, everything starts as generated content, with premade content being pulled in during creation.

It's difficult to talk about the next build, as I mentioned in the new forum post; what I want to include at the beginning is it necessarily will be there in the next build, as prerequisites or other such things get in the way. That said I'll probably do a summary like this forum post more often. I've been trying to mirror some of toady's semi-daily updates in the Twitter.

Development IS all over the place, that sort of how the iterative process works. Also, if I'm starting to feel burnt out, I'll tend to switch to a small shorter feature to keep me fresh. Each area gets built up with each other at a roughly equal pace.

The Logos are made of two layered transparent PNGs, a primary layer and the secondary layer. they're 16x16 blown up to 32x32. the base tone is pure white, with some "shades" down to about 50% grey.

Tell me if you can see the challengers recovering body, as that shouldn't be possible. Soaking IS implemented in the other conflicts! Integrity doesn't have a lot of associated skills, but its main strength is in soaking for both acuity and personality. It's the operative's force of will.

A lot of explaining of the mechanics will come in the next and following conflict passes, when all of the systems are implemented, and the unique GUI elements that clearly illustrate what is happening are created.

That's the core of the Intel System that's just now starting to show it's core features: Intel is connected to everything, and you can follow those threads like hunting for treasure!

All of that comes into play once plots have their "costs and consequence" systems implemented: that's the reason you might choose a plot with some of the stranger skills, because your other options might generate too much heat, or have too high a cost.

To be fair I would love to make some money off this: that'd mean I could bring on programmers and artists and focus my attentions on design and business! Plus, Health Insurance would be nice... And I'm sure Morgan would like an actual wage instead of the pittance of a stipend I can afford. Sure there's shares of future profits on the backend, but that doesn't pay rent now.
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Net Gain: Corporate Espionage.
Cyberpunk Espionage Strategy by Level Zero Games!

nenjin

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Good post on the forums, more like that and I'll definitely make a point of visiting there more often. All of it sounds great and I want it all naow~

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Tell me if you can see the challengers recovering body, as that shouldn't be possible. Soaking IS implemented in the other conflicts! Integrity doesn't have a lot of associated skills, but its main strength is in soaking for both acuity and personality. It's the operative's force of will.

Which color is body? :P Red?

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All of that comes into play once plots have their "costs and consequence" systems implemented: that's the reason you might choose a plot with some of the stranger skills, because your other options might generate too much heat, or have too high a cost.

So missions are going to cost money to run to some degree? We talkin' fronting the air travel out of the Department budget?

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To be fair I would love to make some money off this: that'd mean I could bring on programmers and artists and focus my attentions on design and business! Plus, Health Insurance would be nice... And I'm sure Morgan would like an actual wage instead of the pittance of a stipend I can afford. Sure there's shares of future profits on the backend, but that doesn't pay rent now.

I hear you health insurance. Although I dunno...renting office space and paying salaries isn't exactly my idea of development Shangrila. Making a killing on bedroom development is XD

Also, does Save Games factor anywhere into the 'next couple of builds' plan?
« Last Edit: August 06, 2013, 07:34:12 pm by nenjin »
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