|Improved Scavenging hazards.|
|Started By: SilverCel[Joined: Nov 2014563]|
|Posted on 2015-11-21 9:55pm|
The problem with scavenging is that rewards/penalties are too black or white.Edited on 2015-11-21 9:55pm
Specifically here I want to address the hazards. Because the setup can be random and you can sometimes be forced to pick an unknown tile, it feels REALLY REALLY unfair when it turns out to be a hazard and you get thrown out of the mini-game (sometimes as early as the 2nd turn with NO way to avoid it).
My suggestion is to have hazards have a random effect of either:
Losing 1 turn (low chance)
Losing 3 turns (most likely)
Losing 5 turns (medium chance)
Losing ALL turns (low chance)
Now I have at least a fighting chance to last longer than 2 turns By lowering the severity you can once again up hazards without the effect being so game breaking.
This also allows risk takers to get a little thrill by taking a chance on risky tiles without being obliterated instantly. Now there can be multiple strategies instead of the forced grid pattern search to avoid certain death!!
|Elsereth[Joined: Oct 2014710]|
|Posted on 2015-11-22 12:00am|
but... it's like minesweeper!Edited on 2015-11-22 12:03am
I like that it's difficult... but the losing turns idea is not bad at all.
However, it's hard to justify spending more time on that feature when there's so many other things that the game needs.
My personal thorn is the Calibrations. Totally confusing still, and that was after a full rewrite.