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Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Sun Jul 15, 2012 10:54 pm
by NomadWanderer
you guys have wandered away from the point.. The issue is not about whether or not he jumps are instaneous.. It's whether or not your crew (who can repair a module all by themselves) needs to be told to fix ALL of the broken items before jumping, or should they leave some broken things to make things more interesting.
Why are you staring at a screen watching your crew repair three broken modules? What gameplay choices are occurring? Where is the fun in that?
If the ship is out of danger (event is over, not an asteroid or flare, no fires, no danger of asphyxiation), then during the next jump, the following will automatically occur in this order.
-ION'd/Stun'd modules reset.
-modules are repaired
-Crew members will heal to full (if you have a medbay)
Think about it.. The gameplay comes from the events/battles, decisions... Not from staring at your crew occasionally clicking on the obvious thing to click on. There is no decision there. heal your crew, repair your modules. jump.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 2:04 am
by CaptainQuirk
NomadWanderer wrote:Use cases:
I have a rock crew Weapons officer on a ship where the med bay is not near the weapons console. He got hurt in a failed enemy intrusion. I walk him to the medbay, he heals, I walk him to the weapons console.
It turns out, If I jump BEFORE he finishes walking, he won't be there when combat begins in the next sector.
The same applies to EMP stuns, and repair.
In a non combat situation (not asteroid field, not flare, etc), can't the game ASSUME you will repair everything/heal everyone before jumping to the next sector? What reason/logic is there for making the player wait/sit there and watch a clock wind down, before you get back in and continue playing?
I do NOT believe any sort of assist should be present for dealing with FIREs, or any sort of combat situation.. Again I'm only talking about scenarios where combat/events is done, and there IS NO POSSIBILITY of more DMG pre-jump. At that point...
I would say, no personally. Regardless of travel time etc at no point should any repairs on your ship be 'automated'. Tedium is just as valid a game play mechanic as fun and helps to stretch out and make actual encounters and events more enjoyable, especially in a game that's supposed to simulate being in a Space Ship in deep space.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 3:54 am
by Ighalli
NomadWanderer wrote:The gameplay comes from the events/battles, decisions... Not from staring at your crew occasionally clicking on the obvious thing to click on. There is no decision there.
I agree completely! There is no reason to have the game bore you into playing suboptimally. It's not fun and it's not mechanically interesting.
CaptainQuirk wrote:Tedium is just as valid a game play mechanic as fun
If I want more tedium, I'll spend extra time at my job instead of playing a computer game.

Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 6:32 am
by CaptainQuirk
If I want more tedium, I'll spend extra time at my job instead of playing a computer game.
There are plenty of games with tedium involved. I don't see how the game would be interesting if it's just all action. Perhaps it's just me but I enjoy things like repairing my ship, exploring, reading etc. I would like to see more of that added. Combat, upgrade, combat get's too repetitive and boring for my taste.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 10:59 am
by Gorlom
There is also the issue with repairing a module bar means the crew member gains an experience point. Technically automating that bit cold cause unforeseen consequences, like when someone wants to max out 2 guys from 3 points of damage but only have one room to repair. If it's automated there is no telling what happens.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 1:02 pm
by NomadWanderer
CaptainQuirk wrote:Tedium is just as valid a game play mechanic as fun and helps to stretch out and make actual encounters and events more enjoyable
I am very happy you are not connected to any of my leisure activities.
We don't need fewer commercials in our tv programs. Commercials make the shows longer, and make the non commercial parts more enjoyable.
Your idea doesn't apply to TV, and it doesn't apply to games.
Tedium is not a game play mechanic. It should be avoided.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 1:53 pm
by CaptainQuirk
NomadWanderer wrote:CaptainQuirk wrote:Tedium is just as valid a game play mechanic as fun and helps to stretch out and make actual encounters and events more enjoyable
I am very happy you are not connected to any of my leisure activities.
We don't need fewer commercials in our tv programs. Commercials make the shows longer,
and make the non commercial parts more enjoyable.
Your idea doesn't apply to TV, and it doesn't apply to games.
Tedium is not a game play mechanic. It should be avoided.
So I guess you've never played any of 'The Sims' games or practically any RTS game ever? Curse of Monkey Island? DoTT? Spore? WoW? Diablo?
All of these games feature tedium as exactly that, a game play mechanic. Most of them also count as top shelf games.
I've also highlighted where you pointed out the exact reason that tedium is used in games in your post. But we're not talking about commercials here. We're talking about something you're still interacting with, it just happens to be not as exciting as combat.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 3:11 pm
by Gorlom
CaptainQuirk wrote:
I've also highlighted where you pointed out the exact reason that tedium is used in games in your post.
NomadWanderer was being sarcastic in his fallacy riddled example. He probably should have added a

smiley to his post to make it more obvious.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 9:22 pm
by NomadWanderer
Yeah.. Take the movie avengers (just saw it), and add commercials. It doesn't get better. Trust me.
Re: [Suggestion] Finish non combat wait states during Jump t
Posted: Mon Jul 16, 2012 10:04 pm
by Maze1125
NomadWanderer wrote:Yeah.. Take the movie avengers (just saw it), and add commercials. It doesn't get better. Trust me.
No, a film with adverts isn't more enjoyable.
But you know what is more enjoyable than a film with constant action? A film that
isn't constant action.
We're not saying this game would be better if, after every battle, there were 30 seconds of soft-drink adverts, we're saying the game is better if there are both parts of pitched battle, and parts of a more sedate nature. Which is exactly how every good action film works.