At the risk of sounding like a stick-in-the-mud (amongst all of these threads about changing the game), I want to take a moment and praise the developers for *not* rushing to implement the myriad of things being bandied about on this Forum.
The Devs had a vision of this game, and obviously some strong goals in terms of how it should play and what it should feel like. One of the risks in interacting with your fans is the possibility that their suggestions distract you from implementing your vision; or persuade you to stray from the path that will make your game a success. The FTL developers have deftly avoided this, and delivered a gaming experience that is being thoroughly enjoyed by a lot of people.
So Kudos to them! And while I think a lot of the fan-suggested ideas are neat, they would change the FTL experience enough to make it a different sort of game. I sincerely hope that as the FTL-verse evolves, the Devs stay true to themselves and their ideals of what their games should be.
--Noel
Dev's Clarity of Vision
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- Posts: 15
- Joined: Wed Sep 19, 2012 4:56 pm
Re: Dev's Clarity of Vision
2nded
Mods can be had for those who want their own tweaks. Major changes means you probably lose the magic which this game has.
Adding new and varied content is great, even if it's just the same decisions described with different words. Roguelikes can suffer from getting too grindy, FTL really doesn't have much grind, because you only have so many jumps before you are forced to move to the next sector. This is the real brilliant part of the game in my opinion.
Having a sandbox mode doesn't really even make sense to me, since your ship more or less caps out anyway, the goal is to max the area(s) you want (or can...) before you're forced to fight the final battle. Having no problem reaching those caps (which is what EASY mode is to me) defeats the whole purpose. Having no final battle seems to defeat the purpose of the game as well. Crew is easily maxed, even if you don't cheese battles to do it, systems are easily maxed, if you are careful and a bit lucky here and there. The only things not guaranteed are what weapons/specials you will get.
Mods can be had for those who want their own tweaks. Major changes means you probably lose the magic which this game has.
Adding new and varied content is great, even if it's just the same decisions described with different words. Roguelikes can suffer from getting too grindy, FTL really doesn't have much grind, because you only have so many jumps before you are forced to move to the next sector. This is the real brilliant part of the game in my opinion.
Having a sandbox mode doesn't really even make sense to me, since your ship more or less caps out anyway, the goal is to max the area(s) you want (or can...) before you're forced to fight the final battle. Having no problem reaching those caps (which is what EASY mode is to me) defeats the whole purpose. Having no final battle seems to defeat the purpose of the game as well. Crew is easily maxed, even if you don't cheese battles to do it, systems are easily maxed, if you are careful and a bit lucky here and there. The only things not guaranteed are what weapons/specials you will get.
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- Posts: 6
- Joined: Wed Sep 19, 2012 4:20 pm
Re: Dev's Clarity of Vision
I agree that a sandbox mode wouldnt fit this game, but a longer system run (ie 10-12 systems instead of 7) would be great, even if it meant slower scrap or whatever.
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- Posts: 48
- Joined: Mon Sep 17, 2012 2:42 pm
Re: Dev's Clarity of Vision
Hopefully, they will continue to expand and improve on the game in a way that's consistent with it's unique character.
Lots of people want bigger scope or a sandbox/big galaxy exploration. EV Nova, SPAZ, and Gratuitous Space Battles are all great games that have taken different approaches. But FTL is about a few crew on a single small ship on a urgent and dangerous mission, not huge fleet battles or establishing a trade empire or exploring every corner of a galaxy.
That said, there's a whole lot to be done to improve and build on the unique vision that FTL has. Some things (like implementing a veteran crew roster where the surviving crew members from winning games can go to be called on again for new missions) would be very simple and potentially add a lot to the sense of progression or to replay value.
Lots of people want bigger scope or a sandbox/big galaxy exploration. EV Nova, SPAZ, and Gratuitous Space Battles are all great games that have taken different approaches. But FTL is about a few crew on a single small ship on a urgent and dangerous mission, not huge fleet battles or establishing a trade empire or exploring every corner of a galaxy.
That said, there's a whole lot to be done to improve and build on the unique vision that FTL has. Some things (like implementing a veteran crew roster where the surviving crew members from winning games can go to be called on again for new missions) would be very simple and potentially add a lot to the sense of progression or to replay value.