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Author Topic: Prospector, a roguelike in development  (Read 284498 times)

chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #90 on: May 01, 2009, 05:33:19 pm »

It might be best to have them as AI or something, for sake of suspension of disbelief.
The AIs could get burnt if working with lower level AI, instead of retiring, and take maintanence instead of wages. It makes a no response more believable.

Or it could be more explicit that the entire crew embarks, for some reason.
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beorn080

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Re: Prospector, a roguelike in developpement
« Reply #91 on: May 01, 2009, 06:14:20 pm »

The bug was that with just 3 out of 5 dead, I couldn't keep going. Once the one away team died, I lost, even with additional men on the ship.

For the planets, I posted this earlier but will repost so you see it.
For the moons and gas giants, have it take up 3 lines and do it like this.


Code: [Select]
  .
S oo O S
  ..

where the first S is the star, the o are planets, the O is a supergiant, the last S is a station, and the . are moons.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

niltrias

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Re: Prospector, a roguelike in developpement
« Reply #92 on: May 01, 2009, 06:22:04 pm »

I`m with magellen on the away team.  If you can die on a planet and continue the game, the difficulty drops to almost nothing.  Space will be dangerous, planets completely safe as long as you leave one guy on the ship.
As I mentioned in a previous post, how about adding a captain?  They would represent the player themself, and go with the away team.  Red shirts provide abalative armor for the captain, thus preventing a surprise end game. If the captain dies, the game ends...your character died.
That said, Magellen, what did you think of the weapons suggestions I made earlier?
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chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #93 on: May 01, 2009, 06:26:46 pm »

High range and damage weapons with ammo are already in the game. They are called grenades, and are deadly as hell. They also have the dwarven side to it, which means you might self destruct.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #94 on: May 01, 2009, 06:31:51 pm »

Thats exactly it.
I had it that way in the very beginning (before anybody got to see this thing) and soon realized that leaving 1 guy on the ship effectively makes you immortal. As for the one man left requirement for radio. I guess one could drop that, but there is ...
Spoiler (click to show/hide)
... and its kinda nice there.

As for the ship weapons: There indeed is a lot of room for added variety there. Of course Particle cannons aren't exactly cheap, but maybe not expensive enough either. Yup. needs work. (As so much else in this thing :) )
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

beorn080

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Re: Prospector, a roguelike in developpement
« Reply #95 on: May 01, 2009, 06:32:28 pm »

How about for every away team that you lose, the cost per redshirt doubles. So for example, it costs 5 credits a redshirt initially. You lose a full team, and it doubles because no one wants to work with you anymore. You lose another, and now your at 20 credits a redshirt. Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops. Obviously it would be in salary and not hire costs, or maybe need to add a hiring bonus to encourage redshirts to follow you in suicidal glory.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Vucar Fikodastesh

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Re: Prospector, a roguelike in developpement
« Reply #96 on: May 01, 2009, 06:39:58 pm »

Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops.

You don't lose because he dies; you lose because you die.

You go along on every away mission.

If you think it is silly to lose one redshirt and die, send more than one redshirt.

I like it as it is, and I think it would take away too much of the roguelike feel if it was changed. The game is already pretty easy.
« Last Edit: May 01, 2009, 06:49:21 pm by Vucar Fikodastesh »
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

beorn080

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Re: Prospector, a roguelike in developpement
« Reply #97 on: May 01, 2009, 06:44:51 pm »

Ok, makes sense. Still, if I'm going out with the away teams, I should be able to seduce aliens. After all, the captain always gets the green alien girl.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Vucar Fikodastesh

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Re: Prospector, a roguelike in developpement
« Reply #98 on: May 01, 2009, 06:55:25 pm »

Ok, makes sense. Still, if I'm going out with the away teams, I should be able to seduce aliens. After all, the captain always gets the green alien girl.

Quote
A Mammal with a cone shaped head, with 2 compound eyes and a small mouth. A thick neck leads to a wide body, with no arms and 4 short legs. Its whole body is covered in an exoskeleton. It weighs appr. 68 Kg. It flies using featherd wings.

Go get her ,Tiger. ;)
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Servant Corps

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Re: Prospector, a roguelike in developpement
« Reply #99 on: May 01, 2009, 06:56:51 pm »

Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops.

You don't lose because he dies; you lose because you die.

You go along on every away mission.

That's completely stupid.
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Little

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Re: Prospector, a roguelike in developpement
« Reply #100 on: May 01, 2009, 07:01:52 pm »

I died on a disintegrating planet.

What happens if you become a pirate and kill merchant ships? Are there any effects?
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #101 on: May 01, 2009, 07:05:02 pm »

Pretty interesting for a game that is only 15% done
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Drakale

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Re: Prospector, a roguelike in developpement
« Reply #102 on: May 01, 2009, 07:50:38 pm »

Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops.

You don't lose because he dies; you lose because you die.

You go along on every away mission.

That's completely stupid.

Tell that to the StarTrek screenwriters.

Not that I disagree with you  ;D
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qwertyuiopas

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Re: Prospector, a roguelike in developpement
« Reply #103 on: May 01, 2009, 08:31:24 pm »

Maybe as a solution, you could have an option specifically to remain behind but as a result, the team is on semi-AI, where you can only give vague orders and they are MUCH worse in combat and other situations, making it required to go with them to get anything important done.
On the other hand, that opens up the possibility of deploying 20 people and many supplies where they will set up a temporary base and proceed to explore the rest of the system(no leaving the system without them though) giving periodic radio updates. If conditions are especially bad, they may fake their own death to get away from you or something and you can run into them, maybe as pirates, maybe still living on that planet, maybe ruins with a diary or two that explain what happened. The result would probably depend on your play style and the team.
Yeah. If such a feature were implemented, they give brief radio updates like "explored a bit" "hostiles have been sighted" "...*static*(they appear to be dead)" and other reports while you can later return and find more detailed reports in diarys and logs.
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Eh?
Eh!

Little

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Re: Prospector, a roguelike in developpement
« Reply #104 on: May 01, 2009, 08:47:51 pm »

You could leave them behind, leaving the system.

They wouldn't be happy, though.

Edit: Who develops this game?
« Last Edit: May 01, 2009, 09:58:39 pm by Little »
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Blizzard is managed by dark sorcerers, and probably have enough money to bail-out the federal government.
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