More Uncertainty!

Started by DaveP, January 18, 2015, 01:34:54 PM

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DaveP

Would it be possible to have visitors or raiders show up with a completely blank 'character' screen, other than perhaps their name and where they're from?  As such, it'd be a more difficult decision as to whether it's worth angering their faction by kidnapping them, or whether prisoner A deserves actual medicine, but prisoner B doesn't.

Perhaps interacting with member of your colony could gradually reveal things about them - such as talks with the warden, or chats with colonists as they hang around your base.  (Could use something like the mechanic used for positive/negative chats colonists have amongst themselves)

If they do join your colony they could have any unknown stats revealed, but knowing this random passerby was a glitterworld sex slave with a 15 social stat and no ability to mine or fight as soon as they set foot on the map is a bit odd.

Also, crashing cargo pods and such could instead be treated like cryosleep caskets - and you won't know what they contain until they're opened.  Could be a load of plasteel, a cache of guns, a badly injured person or, if Cassandra is feeling very evil, a really angry scyther.

Shinzy

there was brieef talk about something like this waay in the past! (I remember cause I loved it!)

now it's really too easy to leave bad recruits left for dead on the ground if they got braindamage or bad traits or stuff

I would love if internal damage could only be seen by doctor after examining the subject
and traits and skills slowly revealing overtime through the friendly chats with warden
and then ofcourse everything revealed on recruit

that'd bring some real fun elements to the game imo!


surprise cargo pods would be fun, too =P (I love surprises)

akiceabear

+1

In addition to the great suggestions above, I'd like to see some form of fog of war as the default, at least until proper tools are invested in - such as binoculars, look out tower, radio signal interceptor, radar, etc. This would help add a lot of tension to the game - e.g. you audibly hear a landing party nearby, but have no idea about their composition or exact position if you've fully bunkered in.

Kagemusha

+1

Really like this idea too. I'm too picky and when I can see their stats/traits I can indulge that picky-ness too easily.

Surprises are good. The fallen caches as well should be in the form of caskets. I really like that idea.

Shinzy

Quote from: akiceabear on January 18, 2015, 08:05:35 PM
+1

In addition to the great suggestions above, I'd like to see some form of fog of war as the default, at least until proper tools are invested in - such as binoculars, look out tower, radio signal interceptor, radar, etc. This would help add a lot of tension to the game - e.g. you audibly hear a landing party nearby, but have no idea about their composition or exact position if you've fully bunkered in.

oh my god
"You hear group of something land in the distance they attack immediately"
I can already feel how intense the wait would be you drafting everything to defence and then just having to wait with no idea what's coming
them stress levels would be so strong ;D

akiceabear

Quote from: Shinzy on January 19, 2015, 04:53:19 AM
oh my god
"You hear group of something land in the distance they attack immediately"
I can already feel how intense the wait would be you drafting everything to defence and then just having to wait with no idea what's coming
them stress levels would be so strong ;D

And maybe not even that much! Could just be "You hear something strange in the distance." and have then immediately attack - or never! Need to maintain uncertainty, especially before you research and install the proper facilities :)

Or sometimes you don't even get a notice. Imagine - all your pawns are peacefully asleep in their beds, the world outside is pure darkness, and when the first one wakes up to exit the house - there are raiders positioned for ambushes around every room exit. Suddenly instead of having kill boxes against enemies, they are using your corners against you! Of course this assumes they were able to sneak past your defenses, ladder/tunnel your towers, etc. Shouldn't be every event, but certainly would add something to the mix.

Bullfrog1

+1, I made a thread suggesting the same thing the other day but it didn't get any attention, I'm glad this one is though.

Wolfen Waffle

#7
Not for vanilla game please, it's much more interesting to examine your invading party

'Oh that guy only has a shiv? I won't really worry about him, I'll put my melee guy closer to the front. Oh crap, they have three snippers?!
Lol, one of the snipers is a brawler, she is no problem. I might have to charge them. ARGH, what am I going to do when these guys get here!?'

As opposed to.

'I'm going to shoot at the random things that are going to bust down my door... meh.'

giannikampa

combat stats could be immediatly revealed, others while imprisoned/recruited
And as always.. sorry for my bad english

Jeoshua

+1

I support any any all mechanics that have their roots in Roguelike games. Unidentified enemy statistics and weaponry characteristics would definitely qualify. Until you get someone close to them, you shouldn't know anything about them, and once you've closed that gap, even then only the visual characteristics should be apparent.

akiceabear

Quote from: Wolfen Waffle on January 19, 2015, 03:52:44 PM
Not for vanilla game please, it's much more interesting to examine your invading party

'Oh that guy only has a shiv? I won't really worry about him, I'll put my melee guy closer to the front. Oh crap, they have three snippers?!
Lol, one of the snipers is a brawler, she is no problem. I might have to charge them. ARGH, what am I going to do when these guys get here!?'

As opposed to.

'I'm going to shoot at the random things that are going to bust down my door... meh.'

Perhaps Fog of War could be a toggle - one additional way to raise challenge/tension without increasing the difficulty level of the story teller.

FridayBiology

#11
Quote from: Shinzy on January 18, 2015, 02:30:26 PM
surprise cargo pods would be fun, too =P (I love surprises)

Frank : "hey wow a box just fell out of the sky"
James : "thats a big box"
Frank : "yeah, must be something inside it"
James : "you bet"
Frank : *throws rock*
Cargo pod : *spawns psychotic iguana* *bite*
Frank : (missing leg) " oh god oh god oh god"
James : (non-voilet) "hey wow look blood" *goes to clean blood*
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

StorymasterQ

Obviously, this needs a new Storyteller: Tony Troll.

*You hear something in the distance.*
"F#CK, guys! Hurry! To arms!"
*You hear stampeding in the distance."
"..."
*Stampeding intensifies*
"...!"
*Nothing happens*
"...?"

In the morning, you found that a group of raiders landed in the middle of a group of crazed muffaloes and was stomped to death.

*You hear something in the distance.*
"F#CK, guys! Hurry! To arms!"
*Nothing happens*
"...?"

In the morning, there was no evidence of anything. Maybe the group of raiders landed and then immediately leave the map?

*You hear something in the distance.*
"AH, F#CK IT! Just ignore it."
*A group of 100 mechanoids storms your base.*
- The end -
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Sartain

I really like the idea of not being able to see traits, skills or injuries on neutrals or hostiles as default. As was already mentioned, some medical examination should take place before you can see the injuries of people and the Friendly Chat Warden option would be a good way to gradually discover traits and skill levels. Of course, as soon as you successfully recruit someone into the colony their character sheet should be shown in full.

I certainly also like the idea of a Fog of War. A fog of war that can be mitigated by structures and research, of course.
Maybe something like being able to build a single Central Radar Tower that removes Fog of War from an area around it (typically in the colony), and being able to research Radar Substations that you can build all over the map to expand your range of detection, but they'd have to be maintained, supplied with power and could be targeted by raiders.

HaloPi

+1

I really like everything being said here, about information being hidden until you uncover it, though I think I had one slight addendum; I'd like it if it was an option. Somewhere in the options you check on or off "reveal traits", which determines whether you see everything as it is now (playing it as a video game), or whether things (injuries, traits, skills) are hidden until you learn them; when a prisoner is captured you learn their injures, and the warden learns their skills and traits over time.

I also think it would be nice if NPC skills were revealed when you see them used; for example, when an enemy sniper shoots at you, that reveals he has Careful Shooter and is Shooting 16, so you can know when deciding whether to capture them, "man that sniper was a good shot".

Fog of war would just be great though, really liking the ideas about watch/radar towers to reveal it (and watchtowers could be amazing sniper perches too).