by Hugh mann » Tue Aug 13, 2019 9:06 am
Sooo... are you planning to add some kind of survival mechanics to this? Because right now its honestly kinda boring, and the mood system is just a minor inconvenience without some incentive to use turns efficiently.
The benefits are a good concept, but its a lot of grinding to get them.
The Dolphy's bonus could be cool if there was a reason to explore, but I conquered all available territories, and barely did any exploring.
The Slime Eye's bonus is probably TOO good, I already had the units I needed before I got access to the Queen's chamber, but I'd imagine that with the breeding prioritizing new species, I probably should have just used it instead of trying to get the ones I wanted through bonding. Will have to restart and test that later.
*RANT IMMINENT, FEEL FREE TO SKIP TO THE POINT AT THE BOTTOM*
The combat is also kinda meh. The whole 'feed the monsters hearts for them to get their abilities' thing makes it really tedious... I found that winning basically came down to putting a Tier 1-2 unit in front of an Inuax and using the other units to stall the timer/enemy until I got the 10-12 hearts to get their abilities active in both lanes.
And I don't see how you plan to keep scaling the battles up with this system.. Maybe a skill that increases the amount of hearts you have at the start?
That seems like its just putting a bandaid on the problem though...
I honestly don't understand why you feel the abilities need a cost at all, I don't think I have ever seen a game with classes use a system like this before.. like... sigh.. this is gonna get ranty, but fuck it, here we go:
Let's say that instead of tentacle monsters we have soldiers.
A Sniper class, an Infantry class, and Shotgunner class.
The Sniper has a gun that does 250 Damage with a range of 50 tiles, and has 100 HP
The Infantry has a gun that does 100 Damage with a range of 20 tiles, and has 150 HP
The Shotgunner has a gun that does 250 Damage with a range of 10 tiles, and has 250 HP
And lets say that its teams of four.
Now if we assume the map is well designed, and not just a bunch 50 tile hallways, each unit should have areas where they have the advantage over the others.
Now, lets do something stupid, lets say a unit's weapon must be unlocked by spending credits, otherwise they are stuck using a pistol that does 10 Damage with a range of 5 tiles.
And lets make it even worse, lets only give each team enough credits to unlock one unit's weapon.
Now, the only logical choice is to make a team of 1 Sniper, and 3 Shotgunners, because the Sniper will now have the advantage against everything but an other sniper, and since the other units are limited to pistols their HP is all that matters.
So is this credit mechanic adding anything to the game? Clearly not.
Would giving each team enough credits to unlock 2 units be an improvement? yes.
Would increasing the amount of credits be better than removing this mechanic in favour of balancing the class' stats? No, no it would not.
*THE POINT*
So basically, this was a needlessly long winded way of saying 'The combat system is bad because it severely limits the strategies available to the player, and you could (and, imo, should) fix this by removing the feeding hearts mechanic and just giving the monsters their abilities and balancing them accordingly'