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Author Topic: Prospector, a roguelike in development  (Read 285227 times)

BishopX

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Re: Prospector, a roguelike in development
« Reply #930 on: November 07, 2009, 09:37:17 am »

I haven't you learned yet never board a hostile space craft without at least 30 fusion grenades...
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Xehon

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Re: Prospector, a roguelike in development
« Reply #931 on: November 07, 2009, 11:19:30 am »

Armor needs to be more effective. A full squad with layered personal force fields just got taken down by two of those
Spoiler (click to show/hide)
In a drifting spacecraft.

I agree. Its way too easy to get your mates killed. Especially in late game, when you're trying to do the more difficult things. It kinda makes leveling too meaningless, you'll have to replace the guy soon anyway and things like the fast trait are also quite useless, if you're never going to have a team of 'fast' people.

Also, IMO the game is a little too unrealistic. Biota is too common and too deadly. Anyone can kill some of the largest creatures on earth with something as simple as a shotgun, yet a team of professionals with futuristic hi-tech weapons are regularly massacred in the vastness of space it seems. I'd make alien creatures something very valuable and somewhat rare. Something you could kill with ease most of the time, but won't because its hell of a lot more valuable alive than dead. So the main challenge would become capturing live specimens rather than surviving the zerg rush.
Also, the planets seem a little too small, how about making them larger by creating an additional layer to the planet map. Like a world map, where you do the exploring, and a local map of places of interest, where the action is.

Otherwise, its a great game. Kept dying at the beginning because of acid, but now I already have had myself slaughtered in ancient ruins and pirate bases. Ah, losing is fun. Also, keep away from the mushrooms, the floating kind is especially deadly.

BTW, is the disintegrator supposed to have a damage of 1, or am I missing something?
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Megaman

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Re: Prospector, a roguelike in development
« Reply #932 on: November 07, 2009, 11:27:18 am »

Also, IMO the game is a little too unrealistic.
It's a game. Put in a sci-fi perspective. Magellan could do whatever the hell he wants with it, the unerasitic approach is fun as hell.
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Hello Hunam

Neonivek

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Re: Prospector, a roguelike in development
« Reply #933 on: November 07, 2009, 11:34:02 am »

Realistically in a sci-fi perspective you are usually COMPLETELY overpowered and rely on your wits and sometimes technobabble to survive.

How many times when watching Star Trek, Buck Rogers, or Dune were you presented with an even battle?

Though I do think that the main officers should be clearly supperior and survive more often when compared to the security team even if it means fudging some rolls. Afterall this is classical sci-fi, the security team are the cannon fodder and usually die off leaving everyone else to save the day.
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Megaman

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Re: Prospector, a roguelike in development
« Reply #934 on: November 07, 2009, 11:56:46 am »

I like it the way it is. GIves me a challenge. *forces steriods down security team's mouth security team to use better equipment*.
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Hello Hunam

BishopX

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Re: Prospector, a roguelike in development
« Reply #935 on: November 07, 2009, 12:04:39 pm »

Realistically in a sci-fi perspective you are usually COMPLETELY overpowered and rely on your wits and sometimes technobabble to survive.

How many times when watching Star Trek, Buck Rogers, or Dune were you presented with an even battle?

Though I do think that the main officers should be clearly supperior and survive more often when compared to the security team even if it means fudging some rolls. Afterall this is classical sci-fi, the security team are the cannon fodder and usually die off leaving everyone else to save the day.

If you take a look at the hit points of officers, they are much tougher than your redshirts they have hit-points equal to 2+level, which means that a level 1 officer will be 50% more durable than a fresh redshirt.

Also, your troop will be a lot more durable if you leave tactics on defensive.
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magellan

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Re: Prospector, a roguelike in development
« Reply #936 on: November 07, 2009, 12:20:05 pm »

BTW, is the disintegrator supposed to have a damage of 1, or am I missing something?

Hi Xehon! Thanks for the feedback. Erm. yes damage of 1, no you don't miss anything. It could be that you are missing that other weapons have damage of .1 to .8 (As in 0.1)? 

BTW: I fixed some bugs and compiled and put it up and stuff... not all though but i figured better some than none.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Micro102

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Re: Prospector, a roguelike in development
« Reply #937 on: November 07, 2009, 01:06:44 pm »

It is way to easy to die in this game. I can't count the times I lost at the last second, or events like a meteor landing and cutting me off from my ship to die or be stuck forever.

In DF if you know what your doing you can fight off most problems but in this it's just luck. Please put in some save slots.
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Volatar

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Re: Prospector, a roguelike in development
« Reply #938 on: November 07, 2009, 01:11:38 pm »

It is way to easy to die in this game.

Quote
Prospector, a roguelike in development.

 ::)
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Quote from: Vilien
Yes, you should always apply more magma.

magellan

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Re: Prospector, a roguelike in development
« Reply #939 on: November 07, 2009, 01:41:10 pm »

I recall you saying something about "dying with an awayteam of 7", micro102. Now, assuming that wasn't a typo and you meant 70 i say this: There is strength in numbers in this game. Don't have weapons for 5 extra redshirts? doesn't matter, bring the meatshields anyway.

...
I've read more than one post on ADOM stating
"
How do i enter this dungeon? the map looks like this:
^o
@^
"
So for you to be cut off from your ship by a meteorite there would have to be a mountain directly outside of every new crater wall, i.e look like this before the strike:
....^^^...
..^......^.
..^......^.
..^......^.
....^^^..

and like this afterwards
....^^^...
..^^..^^.
..^......^.
..^^..^^.
....^^^..
 
... not saying it can't happen, but the chances are pretty slim... you are aware that you can use the numpad for movement?

Thing is i hear both: It is too hard and too easy. What am i supposed to do? :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Volatar

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Re: Prospector, a roguelike in development
« Reply #940 on: November 07, 2009, 01:45:31 pm »

Thing is i hear both: It is too hard and too easy. What am i supposed to do? :)

Simple. Say its a rougelike and make it even harder  :D
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Quote from: Vilien
Yes, you should always apply more magma.

Neonivek

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Re: Prospector, a roguelike in development
« Reply #941 on: November 07, 2009, 01:51:02 pm »

Maybe there should be a rhyme or reason to the placement of the planets

Like the pathetically easy planets should be close to the station and the tough ones that require 30 tricked out crewmates to beat could be on the outer verges of space.

Though that could be too artificial
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BishopX

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Re: Prospector, a roguelike in development
« Reply #942 on: November 07, 2009, 02:14:03 pm »

Unique planets are the only ones where you don't know quite what you're getting into. With everything else you can find out pretty quickly. As with all rogue likes running away if a big part of the game.

On a completly unrelated note, how do funner's and medics gain XP? Becuase none of mine seem to.
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Megaman

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Re: Prospector, a roguelike in development
« Reply #943 on: November 07, 2009, 02:26:30 pm »

do their jobs :).
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Hello Hunam

Duke 2.0

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Re: Prospector, a roguelike in development
« Reply #944 on: November 07, 2009, 02:30:08 pm »

 My complaint is how lethal some aliens can be. Give them bows and they will wreck your armored and energy weapon armed screw any time. Also, it seems too difficult to see who is armed with what. I know the redshirts are supposed to be glorified hitpoints, but I would like a list showing who has armor and weapons so i know to buy 20 new guns after a failed expedition instead of guessing.

 Unless there has been development I missed.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO
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