View Issue Details

IDProjectCategoryLast Update
0028239Heart Of The MachineSuggestionJul 30, 2024 10:35 pm
Reporterptarth Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.506 More Fixes 
Fixed in Version0.576 Equipment Flexibility 
Summary0028239: Non-homicidal gameplay
DescriptionI generally wanted to play a nice friendly not so murder oriented robot. However, most of my action end up with me just killing everything. Are there viable less homicidal routes? Did I just miss them? Am I just a murderhobo at heart?
TagsNo tags attached.

Activities

Chris_McElligottPark

May 18, 2024 8:48 pm

administrator   ~0068236

Well, in general, combat is about 1/3 of this game's content. You have to fight enemy combatants. What you don't have to do is murder innocents, etc.

In general, right now it's being very up the middle in terms of the nice versus mean route, but if anything it leans a bit nice. So some of the plans for some meaner things are coming in chapter two, once I get through other bits.

With that said, if you have ideas for inflection points where you wanted to do something nicer but had to do something you felt like was more mean, then I'm open to suggestions to broaden certain areas in chapter one, if I can.

Skipping all combat and just being a pacifist is really not going to work in a city environment like this, and again that would eliminate like 1/3 of the gameplay. But exploring more nonlethal options is something that comes up later, but I could try to work in something sooner than later.

A big part of the problem is that I need to make sure and teach combat, and so there's a certain limit to how many options I can give players in chapter one.

ptarth

May 19, 2024 3:00 am

reporter   ~0068264

There were a number of interesting and unique battles in chapter 1 for me. The investigation of the water purification plant. The combat transport. The extraction heist of the 2nd combat transport. Combat air support. The defense of the toilet paper factory. Those were cool. Those were fun. But there were also a large number of battles with 1-3 units that just required spending a few actions to get through and were soon forgotten. Allowing some noncombat solutions to those encounters (be it bribery, persuasion, stealth, etc) would have the same opportunity cost (1-6 mental energy), but wouldn't require more forgettable weapons testing.

It would also allow more diversity in approaches. My team was 2 combat, 1 nickelbot, and 1 technician. With that much firepower, combat was generally easy. But I also couldn't rotate out the combat androids, because I would risk being too weak to handle a combat that did have more combatants than expected.

Chris_McElligottPark

Jul 30, 2024 10:35 pm

administrator   ~0069862

More coming, but this is the first of it.

* Technicians have a new Taser feat, which is part of their unit class and pairs with any weapons they happen to be using.
** If a target human's health is lower than this attacker's Engineering Skill, the target will be removed from battle.
** If not, then the human will be shocked and their attacks will be weaker over the next few turns.
** So, starting in the initial fight, if you take down the health of the squads somewhat, you can incapacitate the remainder nonlethally. Of course, taking down the squads somewhat does mean that you're killing some of them, so this is not a full nonlethal option for actual combatants.
** More importantly, this is a form of light damage mitigation. Essentially you can throw a 15% attack power debuff on any human target for two turns, and have those stack, for the cost of one technician's attack. That's not super cheap, but it's quite effective in the right circumstances.
** This also finally provides a nonlethal way to take out confused gang members and the ambushed corporal, etc.

Issue History

Date Modified Username Field Change
May 18, 2024 8:24 pm ptarth New Issue
May 18, 2024 8:48 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 18, 2024 8:48 pm Chris_McElligottPark Status new => feedback
May 18, 2024 8:48 pm Chris_McElligottPark Note Added: 0068236
May 19, 2024 3:00 am ptarth Note Added: 0068264
Jul 30, 2024 10:35 pm Chris_McElligottPark Status feedback => resolved
Jul 30, 2024 10:35 pm Chris_McElligottPark Resolution open => fixed
Jul 30, 2024 10:35 pm Chris_McElligottPark Fixed in Version => 0.576 Equipment Flexibility
Jul 30, 2024 10:35 pm Chris_McElligottPark Note Added: 0069862