Drox crew
Friday, 14 October 2011

In Drox Operative, crew is an important part of your ship and as is usually true with people, they have their positives and negatives.

First off crew can sometimes be hard to come by. Unlike many things in the game, they can't be sold, bought, traded, or stored anywhere. They will only serve on your ship if you hire them, rescue them, or accomplish some kind of task for them.

They also expect to be treated and paid well. If they get unhappy enough they will refuse to work and eventually will even leave your sorry butt. So how does this work? Well first they expect to be paid every once in a while, so they slowly get upset between payments. They also really don't care for being hurt or killed, imagine that. Each individual is also from one of the races in the game. Do something bad to their race and they are going to get upset. Do something nice for their race and it will make them a bit happier. Actually paying them is the biggest positive contributor to their happiness of course. It is your choice when and how often to pay them.

Another one of the negatives is that they can be hurt and can even die. They do slowly heal over time and you can even pay to heal them. Be careful in hardcore though since death is permanent for the crew also.

The last negative is that each crew member takes up a slot in your ship. You can only have so many crew working at a time. They even compete with some of the smaller ship components.

So what do crew do for you? Well they are the main source of "attribute" points (tactical, helm, structural, engineering, and computers) which provide bonuses to your ships function and also limit the quality of the components you can install in your ship. If you have awesome crew at tactical, you will likely have great offensive capabilities. If you have bad crew at structural, you are likely navigating a card board box around that will get holes shot in it really quickly. To put it bluntly, this is really important.

Another really nice part is that they occasionally level up as they get experience. When this happens their stats will get better and make your ship even more powerful.

That's pretty much everything about the crew. None of this is really complicated, but I think the interactions and choices that players are going to need to make are going to be interesting. For example, do you have a mixed race crew or keep all of your crew from just one race? If you have a mixed race crew, you will have the freedom to keep the best crew you can find, but it will also be harder to keep them happy since you are bound to be pissing off their different races fairly often. If you only employ one race it will be easier to keep their race happy and thus your crew but then you will have much less selection and the overall quality of your crew will likely go down. You can have crew that overlap in their attributes, so do you focus more on one of them like tactical or do you take a more balanced approach? You will also need to decide whether or not a crew member is even as important as specific light ship components. You will even need to decide what to do with extra crew. You can't just stick them in a stash somewhere. Will you let them go or will keep them on the ship where they use an inventory slot?

Anyway, do you all have any thoughts?

Comments

 
Dynamic quests from the setting
Thursday, 29 September 2011

In my last 4 blog posts I talked about how I think the background setting in our upcoming space action RPG Drox Operative is really interesting because of how the races, economy, monsters, and environment all work and interact with one another. The important question though, does all of this effect the player or is it simply background material? For anyone that has played Depths of Peril and Din's Curse, you know we like very dynamic games and Drox isn't going to be an exception. All of these background things are going to impact the player to various degrees. Instead of explaining too much I'm going to give a bunch of examples.

Races: The different alien races are scouting, colonizing, and warring with each other to conquer the current sector of the galaxy. They might ask for something simply like scouting a planet for them or they might ask for something pretty drastic like attacking another race that they at war with.

Economy: With a real economy in place you might be asked to bring some food to a starving planet, deliver some minerals from a rich to a poor planet, or even break a planetary blockade.

Monsters: We have a few "monster" races in the game that pretty much don't like anyone and cause problems for everyone. They can cause wars, attack planets or entire systems, fling asteroids at planets, and can even wield doomsday devices to do really nasty things like cause a star to go super nova. You will frequently be asked to destroy the instigators or if it gets too far clean up the mess before it gets even worse.

Environment: Even the environment seems like it is out to destroy everything. There are asteroids, killer plants, plagues, mutants, volcanoes, and even civil wars.

I've mentioned this before but part of the interesting thing about all of the things that are going on is sometimes you might purposely decide to do nothing. If an asteroid is headed towards a major planet of a race that considers you an enemy, what do you do? Do you let the asteroid hurt the enemy or do you save them and try to make them a friend? If there is a rebellion, do you help quell the rebellion or do you help the rebels and hope it leads to a civil war that eventually splits the race in two? Or do you play everything straight and try to save everyone from their problems? The choice is going to be yours.

Any thoughts?

Comments

 
Space Setting: Environment
Friday, 26 August 2011

This is the fourth and last part of my blog on the cool, dynamic setting in our upcoming space action RPG. This time we going to talk a little about the environment. Even the environment itself will be extremely dynamic and create a cool setting for the game. In space there are a lot of things that make up the environment: stars, planets, asteroids/comets, and people on the planets. All of these things kind of have a life of their own. They don't just statically sit there. Things happen, sometimes good and sometimes bad. I think instead of explaining too much about the environment I'm just going to give a bunch of examples of how the environment in our space game will make things interesting.

Some examples of environment related events/quests:
Stars: solar flares, super novas, and gamma ray bursts.
Planets: mega drought, super volcano, earthquakes, super swarms, and killer plants.
Asteroids: usually not a problem until they head towards a populated planet.
People: riots, civil war, plagues, power grid failure, nuclear war, and mutants.

This is just a small subset of what we have planned but I think that gives you a good idea of how much chaos just the environment can cause. The nice thing about all of these is that the player has a lot of control over them. Most of them can be prevented or stopped by the player before things get too bad with quick action. That is if you want to. It is your choice if you want to help out your enemies. Speaking of enemies, sometimes you can even make the problems worse if you choose to. For example, instead of helping quell a civil war you can instead supply arms to the rebels.

Anyway, I think our galaxies will be interesting places. Thoughts?

Comments

 
Space Setting: Monsters
Thursday, 18 August 2011

This is the third part of my blog on the cool, dynamic setting in our upcoming space action RPG. In this blog I'm going to talk a little about the "monsters" in the game. Specifically I'm going to talk about how they impact the dynamic nature of the game.

First of all I don't really mean monsters like orcs in a fantasy game. What I mean when I say "monsters" are ships that are pretty much hostile to all of the known races in the game. So while they aren't directly monsters they pretty much behave in the same way.

In most RPGs monsters for the most part sit around and do nothing until the player comes along and kills them. For those that have played our two other dynamic games, Depths of Peril and Din's Curse, you know I like our monsters to actually impact the world. The don't stand around waiting for the player and babble completely empty threats. They stir up more trouble, call for reinforcements, attack towns, etc.

Well in our upcoming space game the monsters will behave in similar manners as the did in DoP and DC. They will still cause uprisings, start wars, launch raids, build dangerous devices, and generally cause havoc for everyone else. When they plant a Super Nova Device next to the star in the home system of your favorite race, I would suggest you do something about it.

There is an interesting difference from our previous games though. When a monster launches an asteroid at one of your enemy's home world, what do you do? Do you save their planet and possible start changing them into an ally or do you let the asteroid hit, cause massive amounts of destruction, and weaken their overall empire? I suspect a lot of people are going to let the monsters cause a lot of damage as long as it is directed towards races they don't like.

Thoughts?

Comments

 
Space Setting: Economy
Monday, 08 August 2011

This is the second part of my blog on the cool, dynamic setting in our upcoming space action RPG. In this blog I'm going to talk about the economy in the game.

In our previous games there really wasn't much of an economy other than finding lots of loot and selling to the vendors who have infinite gold (DoP was slightly different). This is fairly typical of RPGs in general. In our space game though this going to be different by necessity since all of the races are competing against one another. They can't just have an infinite amount of credits and items to provide to the player. It just wouldn't make any sense.

So what kind of resources are we talking about? Well in this game I believe we are going keep it relatively simple and have just food, minerals, technology, and credits. Most of the time the player will only care about the credits part though.

Each planet that a race controls generates food, minerals, technology, and credits for that race. Planets can vary quite a bit. They have different types from inferno up to paradise, sizes from tiny to huge, and can even have bonuses like fertile, mineral rich, and gold deposits. In other words you can have great planets, worthless planets, and anything in between. Food and minerals are a local resource, meaning that only the planet that gathered the resource can use them unless a freighter takes them somewhere else. Technology and credits goes to the races' accounts.

Food greatly effects the planet's population growth. Too little food and the population starts dying off. Any extra food helps the population grows, the more the better. If a planet has so much food that they can't get any more population growth or they have maxed their population, they can use freighters to bring the extra to a more food starved colony.

Minerals are used to construct buildings and space ships.

Technology controls what components and buildings the various races know how to build. It will also likely add bonuses here and there once researched.

Credits are used for pretty much everything else. The player might be able to haul food and minerals around and some times find or trade technology, but credits usually are what they will deal with directly. Quest rewards will be in credits and buying and selling will be in credits.

So how does this effect the player? Well you can't sell an infinite amount of goods to any specific race, they will eventually run out of credits. Although they might very well turn around and use the items that you just sold them. The different races also might have resource problems here and there and ask their nearby friendly mercenary for help. You can even handicap an enemy race by destroying an important colony of theirs. Think of how much damage you can do when a race has a main food planet.

With an actual economy this leaves a lot of room for quests that are real requests filling a specific need that actually matters if you accomplish it or not. It also allows the player a lot of room to effect the outcome of the galactic space race on what they do from little things like selling items to an ally or from big things like destroying colonies of enemies.

Comments

 
<< Start < Prev 1 2 3 4 5 6 7 8 9 10 Next > End >>

Results 37 - 45 of 236



Newsletter

Sign up for our free newsletter!
Name
Email

Search