Choosing game mechanics

The place to request or suggest new ideas and features.
Post Reply
Death _Saved
Posts: 11
Joined: Sat Mar 23, 2013 8:30 pm

Thu Mar 28, 2013 11:19 am

So i noticed some people are demanding that the hunger and thirst mechanic be removed here is my solution to this problem.

Add an option to disable it when starting a new game for those who don't want the added game play mechanic, but DO NOT let us be able to turn it off while we are playing in a game as that will lead to people who turn it off when they are stuck somewhere with no food and drink due to them not taking enough precautions.

User avatar
hypekillah
Posts: 23
Joined: Mon Mar 25, 2013 12:58 pm

Thu Mar 28, 2013 12:23 pm

Simple and brilliant, good sir!

Fallout 3 had that option. Normal/hardcore mode.

There should be at least 2 modes. :)
Playing pc games since 1997.
Playing Snes since 1993.
Playing xbox since... wait, i dont play that shit.!

Jake_j_a
Posts: 66
Joined: Sat Mar 23, 2013 7:52 pm

Thu Mar 28, 2013 1:05 pm

Unfortunately a game like this the list of 'should be optional' will be insane. I've seen games that try it (names escapes me atm cause they sucked) with a list and check system turn on and off a whole list of mechanics. Unfortunately it tends to get glitchy and trying to test every possible combination of on/off options would be nearly impossible. At the same time an all-or nothing option would easily upset just as many people as no option at all.
The game dose need difficulty options though, these 'should be optionals' could perhaps be integrated into that somehow.

Sprayer2708
Posts: 54
Joined: Tue Mar 26, 2013 10:39 am

Thu Mar 28, 2013 1:20 pm

hypekillah wrote:Simple and brilliant, good sir!

Fallout 3 had that option. Normal/hardcore mode.

There should be at least 2 modes. :)
Wasn't that new vegas? I know i was missing it in FO3 and had to add it in via mod.

I was thinking the same as Death_Saved, after thinking it though i came to the same conclusion as Jake_i_a.

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Thu Mar 28, 2013 4:48 pm

I agree with jake aswell.

User avatar
Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Thu Mar 28, 2013 5:59 pm

Way to steal my words, OP. The reason I hadn't submitted it as a feature request yet was because I was still thinking about it. While I was listing it as Fallout New Vegas' hardcore mode, that was just for simplicity. Truth is what I had in mind was more like Silent Storm's custom game feature, or the optional modules in the new XCOM game (added through a patch after release).

(Screenshots to be added later)

These systems have a list of rules that you can toggle on or off individually like "time consumed for inventory use", or "every hit is a critical hit". This method will allow for a greater customization by the player, and allow a real play-how-you-want method. Just a hardcore/normal toggle will result in players looking at the differences and thinking they want some but not all and picking the lesser of two evils.

The problem with this is that you have to argue which rules/mechanics should be optional on a case-by-case basis. If the modules become too big and complex then having that toggle results in a much more difficult test case, and could cause a much wider unintended game variation.

If the list of vanilla (not added through mods) modules gets too large, then the average user could end up seeing it as too bulky to mess with. Though, this could likely be avoided by categorizing the modules, so you could jump to like "inventory affecting modules" or "combat related".

This sort of rule module support will also undoubtedly make various game mods easier to implement too.

magiczebra
Posts: 2
Joined: Fri Apr 12, 2013 10:10 pm

Fri Apr 12, 2013 10:52 pm

I think this feature should be left for modders. The game itself is to feel real, like a simulation of this crazy scenario and having to survive that experience. Taking away the thirst and hunger mechanic is making this game more like other games where you're a superhero, a force above nature. That could just be my bias speaking though, I've been waiting for a post-apocalyptic survivor game for a long time. But the hunger and thirst element does bring a new layer of complexity to the game making it more challenging than just a standard arpg/squad game. It could be seen as just a chore that you have to do while you're trying to have fun, or you could see it as the challenge that it is and overcoming the challenge will give a more rewarding experience.

User avatar
Clawdius Talonious
Posts: 540
Joined: Sun Jan 29, 2012 7:35 am

Sat Apr 13, 2013 1:50 am

Chris has said he is considering these types of mechanics, but will only implement them if it can be done in a way that isn't micromanagement heavy and is fun. I imagine if the mechanics weren't very onerous they wouldn't really need the option to disable them at all. And if they were onerous, they wouldn't exactly be fun.

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Sat Apr 13, 2013 4:18 pm

I dont know what onerous means.

Haha i do like games that are a bit harder then just crush ur enemy coz ur stronger.
Both food(drinks) and morale would give another difficulty to overcome.

Hmm since i like movies any1 seen Kingdom of Heaven?

There should be a line in there somewhere saying: "The outcome of battles are determined by God but also by preparations, the availability of water and the absence of disease". :D

OK, i hope u dont mind my spelling mistakes i watch without subtitles, i find those annoying.

User avatar
Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Mon Apr 15, 2013 8:17 pm

Yeah I think optional modules should be left for things that are smaller and have less impact. Like toggling hunger and thirst could actually have too large of an impact on the economy because no one would need to buy food and water, or everyone would need to buy it. Maybe if you had to toggle it to simpliglfy it, just turn off hunger, but not thirst. Or make it so they're still needed, but you get debuffs instead of dying from them.

And I know I've mentioned it before, but time being required for inventory management (equipping, unequipping) is a perfect module to have optional, because of its low impact, save in very special situations. Maybe make an option for randomizing certain variables at the start of the game, like faction(s)'s starting materials/money/research/relations.

It can also make enabling some combat rebalances easy. I know I'd personally be willing to try out a ruleset were health was halved, but armor was doubled. Or a ruleset where every hit, received or given, is a critical hit. Or maybe just an option for putting the game into ironman or hardcore mode, whatever you wanna call it (can only auto save and save on exit, cannot exit without saving).

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 8 guests