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Member Since 16 Jan 2010
Offline Last Active Today, 08:29 AM

Posts I've Made

In Topic: A deeper way of representing opinions of NPCs

25 March 2016 - 09:19 AM

As Norman said, with computers it has to eventually come down to a number. Crusader Kings breaks it down into a fairly simple "love/hate" system, where everything has binary effect on NPC reaction. 


As you've started to explore, you can complicate the system (with hopefully beneficial effects) by getting rid of the simpler binary nature. Maybe an NPC has several "categories" of opinion towards the PC/each other: Personal opinion, professional opinion, religious opinion, etc. Different actions and considerations would use different combinations of the opinions. Deciding whether or not do do business with someone might use only personal/professional opinions and ignores religious opinion entirely. Deciding whether or not to marry someone uses personal opinion above all, but may be affected by religious opinion. 

In Topic: Humanoid mobs drop more useful items!

25 March 2016 - 09:11 AM

Is there an imperative reason to work towards this balance? Why not let animal mobs be less desirable to fight? It could introduce new decisions into the game, allowing for players to avoid fights when they wish rather than feeling obliged to kill everything "for the loot". This gives you new balance levers to pull, as well. EG: Quests that venture into the sewers could now be harder because the rats down there down't drop any useful loot, meaning more preparation is needed before heading in.


That being said, you mentioned trade goods. If the players require food, having animals drop meat and such could make them attractive targets depending on how hungry the PC is. Assuming there is magic in your fantasy setting, perhaps magic-using players of a necromantic bent could "harvest" soul-energy from anything they defeat. Certain animals could be very valuable in soul energy even if they don't have loot. 

In Topic: Interstellar trade at a relativistic timescale?

22 February 2016 - 11:44 AM

Years ago the economist Paul Krugman wrote something about this: 



In Topic: Victory conditions for a 4X

16 February 2016 - 04:23 PM

The coronation thing is good - you're right, sudden endings are kind of annoying, even if it's a supposed victory. Especially in a game like this (which I expect will be more about creating an evolving story than mechanical achievements).


Maybe there could also be "negative" points that are difficult or even impossible to remove? So you could have 8 points (the win number) but also one "negative" point from something you did or failed to complete, thus having a net 7 points and not able to crown yourself yet.


Trying to think of what negative point things would be though. Something that harms your prestige and standing - maybe having been found out in a murder plot you instigated, or similar stuff. Things that would cast your character/dynasty in a worse light.

In Topic: Victory conditions for a 4X

15 February 2016 - 11:06 AM

Perhaps the "fulfill X other conditions" could be an option that sits alongside the player being able to select any one of these options as their win condition? For games like 4X which tend to suffer player boredom and abandonment far before win conditions are met, giving the player more control over those win conditions is a good idea.


Or for simpler setup, you could have "easy, medium, hard" with different numbers. Easy = Fulfill 1 condition, Medium = Fulfill 3 conditions, Hard = Fulfill 5 conditions.


Either way, I definitely like the idea of having to "collect" win conditions out of a set. I'd say go for it on that score.


For the disasters, my only reservation is: are the "disasters" present from the very beginning of the game or is it possible the player will have to wait around for them to come about? I'd say that surviving a disaster should simply be rolled into the set mechanic; ie, surviving a disaster counts as an achievement and counts towards your total, rather than being a separate set you need to collect.