Re: Split: Difficulty for new players
Posted: Mon Feb 18, 2013 3:25 pm
Edit: that came out wrong. I meant I'm no smarter than Disembodied.
Is it Friday yet?
Is it Friday yet?
For information and discussion about Oolite.
https://bb.oolite.space/
Well, some have a formal tutorial; others just start the player off in a situation where much of the functionality is unavailable/unnecessary, and introduce it as the game continues. I tend to find the "tutorial" approach leaves me very bored as they always seem very slow-paced (but there's going to be one crucial bit of information in there, so I don't want to risk skipping it either...)Diziet Sma wrote:Anyways.. She remarked that most modern games with controls of this level of complexity, usually have a tutorial/training mode which teaches the player about the controls and how they function, and walks them through the first stage or two of the game so they can get a feel for things.
It certainly has a lot of controls, to the extent that for new functionality requiring a control the most difficult question is not "is this in the spirit of Elite" but "is this really a good use for one of our few remaining keys". As far as complexity goes, though, you only need about ten keys for normal play (up, down, left, right, faster, slower, laser, target, missile, torus) - most of the rest either relying on equipment that's not fitted or not being necessary for a first trip (and okay, you'll need to press 'hyperspace' once too). So I think there's a decent introduction curve for the controls.Diziet Sma wrote:Actually, the remark about the "complexity" of Oolite's controls is one I've heard from a number of members of the Playstation Generation
That's what I did in Elite as well.cim wrote:Well, different approaches for different people... I always (Elite and Oolite) went straight for Leesti-Diso, and then generally left the Old Worlds heading north through Reorte, then east through the Xexedi cluster to reach the rest of G1, or continue north to the worlds around Teorge for a bit - and by then I had a ship good enough not to need that safe a route. I only "discovered" Isinor-Ensoreus after reading a chance remark on this forum.
I've been thinking about this. You're right, of course - and it's the prime engine driving a lot of new ships, and more powerful ships, and then yet more powerful ships, and so on. It would take a lot of work, but it might be possible to rebalance things. Your own [wiki]Skilled NPCs OXP[/wiki] helps here, making some of the bad guys smarter as well as better shots. To rebalance the whole game would mean using things like this to alter the types, behaviours and formations, of pirates encountered in various systems.cim wrote:Not as such - but the other side of it is that it gets very easy relatively quickly too. Even without particularly optimal decisions, you can probably have a full iron-ass (minus the mission-related equipment) by the time you're Dangerous ... and then you are almost never at risk, unless you add in difficulty-increasing OXPs. Really, "fore military laser + injectors" is enough to deal with almost every pirate pack in the core game.Mad Dan Eccles wrote:It is hard for a noob, yes.
I think what we have to ask though, is that a bad thing?
I'm of the opinion that few pirates would have missiles by the time the player sees them. If they've been lurking in the space-lanes, then they probably used them up on the first trader convoy they see.another_commander wrote:Regarding missiles: At the beginning they are indeed very difficult. However, we should not forget the tactic of launching one missile at them if they launch one at you, hoping that they will try to ECM it, destroying their own missile in the process. I've done it plenty of times and it works. However, I admit that although it generally helps, it is not a complete mitigation of the risk.
I think you're right. Not that I know squat about AI, but I can appreciate that an individual intelligence which is aware of its surroundings is both more elegant, and more flexible, than a rather kludgy "group mind".cim wrote:I'd rather not have group AIs as such - but that's only an implementation detail; an individual AI which takes group strategy into account and sends commands to other nearby individuals would have much the same effect.
I really like the basic idea that's behind that, but I'd prefer if the safety of a system would not depend on the type of government too much but only act as a rule of thumb. Saying that all anarchies are by definition dangerous places and corporate states are safe is, in my eyes, a prejudice. There might be anarchies whose inhabitants are willing to help and protect each other and visitors, too, making the system safe. There might be Dicatorships or Monarchies who have a wise and benevolent dictator / king who protects everyone from crime in his system. There might be failed democracies whose corrupt leaders look in the other direction when their favorite crime lords pick on some unsuspecting traders, as long as they don't overdo it. The leaders of a corporate state might for some reason have come to the conclusion that they gain more profit with less security, or they might be in a similar state like the corporations in the game Syndicate, which would mean that the ordinary person is not safe at all.Disembodied wrote:Like you say, at the moment, for a skilled player "fore military laser + injectors" (plus a modicum of fuel) is enough to cope with most pirates, or groups of pirates, you're likely to meet. But if it was assumed that, down the sliding scale of government types, you were likely to meet only small, desperate, lone-wolf bandits at the top end, people driven into piracy by circumstance, who are usually not very good at it; and put big, strong, Navy-defying packs, made up of skilled, well-equipped pirates at the bottom end, then the game could be made playable, and challenging, to players at a range of abilities. Corporate States, Democracies and Confederacies would be the shallow end, and Feudal and Multi-Governments would be deep waters. Anarchies would be deep, shark-infested waters. The Dictatorships and Communist worlds would hover in a grey zone in between. New players, and players still developing their skills, could splash around in the shallows, before venturing out into deeper waters. The game's geography would start to matter more, and route-planning would be more of a skill.
I agree that there's perhaps an element of prejudice involved but this can be covered by assuming that these definitions are handed out by whoever writes the planetary guides, and they are intended purely as advice for pilots on what to expect in space. A planet classed as an Anarchy may be a delightful place to live, just as a Corporate State might be a hellish one - but for whatever reason, the Anarchy system doesn't supply sufficient funding to GalCop for extensive police patrols in the system, and therefore a lot of pirates use the local volume. The Corporate State, meanwhile, extracts lots of taxes from its groaning population and pays for plenty of Vipers to keep the trade routes running smoothly. The definitions are only meant as guidance for traders as to how much pirate activity them might expect to meet.GGShinobi wrote:I'd prefer if the safety of a system would not depend on the type of government too much but only act as a rule of thumb ...
Well, I wouldn't want there to be no chance of this, either. A well-armed pirate band might well risk an occasional raid into a corporate system, where the traders think they're safe and the right strategy could distract the cops for the crucial five minutes needed to blow up a convoy, scoop the goods, and retreat into witchspace. It wouldn't happen very often (and should probably happen less often than it currently does...) but it should happen occasionally.Disembodied wrote:so that you might get lots of pirates in Corporate State X one trip, and none the next.
Group AIs at least in the sense that ships that are grouped together work ok together is currently an unfortunate necessity. The biggest problem currently with getting a "large convoy" of 10-15 ships heading from witchpoint buoy to system station is:cim wrote:ships in a group will sometimes come to each other's assistance in a fight, treating hits on each other a bit like hits on themselves for purposes of "should I switch target" questions. For escorts the targeting decisions are mostly directed by the mothership; for general groups it's much more individual choice.
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I'd rather not have group AIs as such - but that's only an implementation detail; an individual AI which takes group strategy into account and sends commands to other nearby individuals would have much the same effect.
That's fair enough, I think, as long as it's an occasional nasty surprise. Especially so if the types of pirates encountered on such rare occasions make sense (a well-armed pirate band making a large-scale raid in strength) and indeed if it was also connected to the larger galactic geography. Similarly, the same thing might happen in reverse: occasionally, a strong force of bounty hunters might team up to make a sweep through an Anarchy system. If there are several prosperous worlds nearby, perhaps local traders might club together and pay for a big anti-piracy raid. Maybe, even, such commissions might be available to players via the F4 screen? Go to system X, destroy Y number of pirate vessels?cim wrote:Well, I wouldn't want there to be no chance of this, either. A well-armed pirate band might well risk an occasional raid into a corporate system, where the traders think they're safe and the right strategy could distract the cops for the crucial five minutes needed to blow up a convoy, scoop the goods, and retreat into witchspace. It wouldn't happen very often (and should probably happen less often than it currently does...) but it should happen occasionally.Disembodied wrote:so that you might get lots of pirates in Corporate State X one trip, and none the next.
Narratively, perhaps more likely in some systems than others. So Ceesxe (G1), for instance, has few dangerous systems around it, and is probably consistently pretty safe. Xevera (G5) on the other hand ... well, there's a reason that region is called the Siege Worlds.