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Myszon

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  1. Of course, we can fix all of those issues with mods. But should it be like this? Should we need community-made mods to make a game fun or fix annoying design decisions? When did it become normal that a volunteer who creates a mod for free does a better job than the game developers who take our money?
  2. Those are not technically bugs but sloppy game design. I know games used to work like this, but it's 2023. We can do better. Mines Mines get depleted a few weeks after you capture them. They operated for years and would continue working for years if you ignored them, but because you decided to capture the sector, they will run out of diamonds in 2 weeks. Alternative idea: Instead of depleting the mine, the Mayor could ramp up the security of remaining mines so every subsequent mine would be way more challenging to capture. Additionally, the enemy could launch a massive counterattack that would be impossible to stop with militia alone. If you insist on taking the mine away from the player, there is a better way than announcing they ran out of diamonds. After a successful counterattack, the enemy could mine the mine (with explosives, I mean). So when you attempt to recapture it, you have eight turns to kill a person with the detonator or the entrance to the mine gets destroyed, and you won't get any income from it ever again. The destruction may happen in the section not visible to the player, so it doesn't require updating the graphics. Militia They run back and forth along fences because they cannot plan their movement for more than one turn. Could the friendly units get the same AI as the enemy but be less skilled? Somehow, shooting friendlies in the back instantly gives them 40 IQ points when they turn into your enemy. Alternative idea: Give the player a way to choose deployment spots for friendly units before the combat, so we can put them in places where they won't get stuck. Or even better, make controlling militia a skill. A mercenary with a radio could have a skill that costs 10 AP but lets them control friendly units for one turn. Backpack Slots make no sense. You can choose whether you carry a stack of 10 grenades or one lockpick. Alternative idea: Limiting the weight of items makes no sense either because you get to the point where you can't carry one more bullet, but it is still a better idea than item slots. Let's switch to a weight-based item limit. Loot Making loot disappear is just a lazy design. Alternative idea: Killed enemies drop all items they had, but all of those items are poor quality, and you get only 1 (or 0) scrap parts when you destroy them (so you can't use it for scrap part farming either).
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