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XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 03:49:00 am »
So I felt like messing around and decided it was probably time to recompile OXCE+v3.3, upgrade my save and go say hello to the gals. I was going through the "upgrade between versions" topic and found back:
and then Eddie's post on what each colors/kinds of voodoo can do. I just realized it won't affect me because I had already researched them all, but still:
I understand the idea of giving the player choices that have meaning. At the same time, a Piratez game is a long commitment so being able to experience/use all that's available would be very interesting. Meridian is at 156 episodes, which is probably about 150 hours, and he's not done yet. I don't know how many hours I've put in my campaign, and honestly don't want to know, but I am not likely to go through multiple campaign.
Because of this, I feel like the different kinds of starting ships are a great idea, in that the choice affects initial gameplay but not overall what you can do as any of those ships is likely to be replaced by other crafts eventually. However, the different voodoo kinds all offer interesting new gameplay options during the end game when things are kind of stretching as you hunt for the last VIP (the point where I stopped playing this Summer). Reducing variations at that point, and requiring a player to go through the long early/mid game to experience the variety seems like a very harsh consequence for an early choice. I will likely just keep upgrading my late game save to try things, and maybe occasionally starting a new game to see how the beginning is different.
Researching everything and experiencing everything is one of the "endgame satisfactions" for many, and psi stuff being so important in XCom, and very flavorful in Piratez, it is a significant thing to (partly) lock away but, at the same time, I'm not sure it's enough to warrant replaying the whole campaign (and not choosing the disciplines that best fit your playstyle, in my case destruction and illusion). In my case, it'd be more frustration than incentive.
Update to 0.99E.1:
Upgrading on Battlescape unadvised.
> If you have started a campaign pre-0.99E, add STR_CODEX_GREEN to your items.
and then Eddie's post on what each colors/kinds of voodoo can do. I just realized it won't affect me because I had already researched them all, but still:
I understand the idea of giving the player choices that have meaning. At the same time, a Piratez game is a long commitment so being able to experience/use all that's available would be very interesting. Meridian is at 156 episodes, which is probably about 150 hours, and he's not done yet. I don't know how many hours I've put in my campaign, and honestly don't want to know, but I am not likely to go through multiple campaign.
Because of this, I feel like the different kinds of starting ships are a great idea, in that the choice affects initial gameplay but not overall what you can do as any of those ships is likely to be replaced by other crafts eventually. However, the different voodoo kinds all offer interesting new gameplay options during the end game when things are kind of stretching as you hunt for the last VIP (the point where I stopped playing this Summer). Reducing variations at that point, and requiring a player to go through the long early/mid game to experience the variety seems like a very harsh consequence for an early choice. I will likely just keep upgrading my late game save to try things, and maybe occasionally starting a new game to see how the beginning is different.
Researching everything and experiencing everything is one of the "endgame satisfactions" for many, and psi stuff being so important in XCom, and very flavorful in Piratez, it is a significant thing to (partly) lock away but, at the same time, I'm not sure it's enough to warrant replaying the whole campaign (and not choosing the disciplines that best fit your playstyle, in my case destruction and illusion). In my case, it'd be more frustration than incentive.