Quote from: nja on November 06, 2013, 11:19:59 PMQuote from: Tynan on November 06, 2013, 11:05:20 PM
The main goal is to create interesting, dramatic events, which may sometimes include combinations of very destructive or near-unbeatable events.
That's a good point, and I do really appreciate that goal. That being said, at the moment it seems less "sometimes" combinations of unbeatable events and more "almost-always" combinations of unbeatable events. Perhaps I'm just "lucky" with the spice!Quote from: Tynan on November 06, 2013, 11:05:20 PM
I'd go so far to say that if you're playing RimWorld to win, you're playing it with the wrong mindset. nja's story is tragic, but in a certain light it's also hilarious. This is the "losing is fun" mindset from Dwarf Fortress.
Heh, I hadn't thought of looking at it in that way. I imagine I'll move more in that direction once the dialog and art style is updated. Looking forward to it! Emergent narratives bordering on the amusing are a good thing.Quote from: Tynan on November 06, 2013, 11:05:20 PM
My first response to these kinds of situations actually isn't to try to make Cassie smarter, it'll be to create events that are less terminal. Raiders that leave before killing everyone, or who can be paid off if you can't handle them. In the terminology I use in my game design book, I'd like to create more elastic failure conditions so the colony can take more hits before the game ends, thus dragging out the drama.
That sounds like a very reasonable thing to do, and I appreciate your work on it. Please don't take my comments as any sort of hatred of the game --- it's a pre-alpha and it is amazing for what it is! That being said, more "elastic failure conditions" will likely lessen the frustration and allow for more enjoyment, to the benefit of all!
You definatly aren't the only lucky one. Last try on cassandra classic ended with me getting attacked by 6 raiders, one of which had grenades, when I had 1 turret which was taken out moments before the attack with a solar flare, 2 living colonists(neither fully healed after the last raid) and 1 prisoner(which I hadn't had time for to recruit, because I was too busy with deal with a crop blight). Retried it a couple of times using older autosaves, same result everytime.
Less terminal events seem like a nice idea, as long as it doesn't also make the events harder.(like instead of the first raider wave being a single guy with a pistol, now it's 2 with pistols) It would give you more opportunity to struggle.