By mission-completion 'points', I refer to the ticks on a planet that indicate how much it contributes to unlocking new pathways. I think these would provide a great source of progression 'points'. They don't mandate you take missions you don't like, but they also don't mandate that you take on challenging missions at a certain strength - you can go complete less challenging missions to open up your options and capabilities first. You can completely unlock a galaxy to gain progression in earlier galaxies, or just forge ahead.
I think we need to get every block type on a tech tree used to unlock access to parts. Start the tech tree with the basic core, small thruster, small energy, small fuel tank, 1x1 armor, the if/not/button logic blocks, yellow ore containers and harvesters, and a basic blaster/laser. I think we also need to implement a part count limit to normal missions, and use this tree to unlock increases to the part count you can implement on a mission. Increasing part counts should get increasingly expensive, but they should never stop being available, in my opinion - there should be no limit to how big a player can go.
Some parts it should be impossible to avoid progress in, specifically sensors or logic. It's unfair to ask a novice player to choose between unlocking XOR gates or an altimeter, and rocket launchers or armor blocks. It's simply not a fair choice to present until they know the use of those parts. At least some of these should be unlocked at the start, and a player should not have to sacrifice guns and thrusters to also unlock logic. (Maybe logic and sensors use the green resource exclusively, so their investment doesn't interfere with other investments.)
We should consider requiring players to recover basic parts, too. For instance, recover and restore three blasters before you can equip three. This would provide an organic way to limit, but also expand specific capabilities. Parts should be relatively common, and there should be a way to seek specific types of parts, or even buy parts to fill out a particular part of your collection that might be weak. The goal isn't to hold a player back, but to provide free expansion as a reward and an accomplishment, instead of a default.
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Lurkily
By mission-completion 'points', I refer to the ticks on a planet that indicate how much it contributes to unlocking new pathways. I think these would provide a great source of progression 'points'. They don't mandate you take missions you don't like, but they also don't mandate that you take on challenging missions at a certain strength - you can go complete less challenging missions to open up your options and capabilities first. You can completely unlock a galaxy to gain progression in earlier galaxies, or just forge ahead.
I think we need to get every block type on a tech tree used to unlock access to parts. Start the tech tree with the basic core, small thruster, small energy, small fuel tank, 1x1 armor, the if/not/button logic blocks, yellow ore containers and harvesters, and a basic blaster/laser. I think we also need to implement a part count limit to normal missions, and use this tree to unlock increases to the part count you can implement on a mission. Increasing part counts should get increasingly expensive, but they should never stop being available, in my opinion - there should be no limit to how big a player can go.
Some parts it should be impossible to avoid progress in, specifically sensors or logic. It's unfair to ask a novice player to choose between unlocking XOR gates or an altimeter, and rocket launchers or armor blocks. It's simply not a fair choice to present until they know the use of those parts. At least some of these should be unlocked at the start, and a player should not have to sacrifice guns and thrusters to also unlock logic. (Maybe logic and sensors use the green resource exclusively, so their investment doesn't interfere with other investments.)
We should consider requiring players to recover basic parts, too. For instance, recover and restore three blasters before you can equip three. This would provide an organic way to limit, but also expand specific capabilities. Parts should be relatively common, and there should be a way to seek specific types of parts, or even buy parts to fill out a particular part of your collection that might be weak. The goal isn't to hold a player back, but to provide free expansion as a reward and an accomplishment, instead of a default.
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