Kipper
Posts: 272
Joined: 3/5/2005 Status: offline
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quote:
ORIGINAL: Panjack It seems like the game needs more meaningful choices for the player. For instance, once you decide to go for a particular mission filling the personal is pretty much just picking the highest rated people in certain abilities and the only real choice after that is whether to wait until the equipment has reached full potential reliability (or not) before you launch. Then you launch and wait for the gods of randomness to do their thing. It seems equipment needs more dimensions: at the least it seems in addition to reliability it might have safety (so if it fails then the level of safety determines what happens to the astronaut or whether things just explode on the launch pad or something like that). And it would be nice to have the player be presented with an option, say, right after launch to have, in human missions, to have the mission aborted via the setting off of, in the case of mercury, the escape tower. And/or to abort the mission during the countdown if it looks like things are going bad. The decision could be made by having some data presented to the player about probabilities of certain bad events. The penalty for a failure would be less of you abort the mission in a controlled fashion rather than have the rocket/capsule come to an uncontrolled bad end. I understand this might not be possible to introduce in the game at this point, but these sorts of things would make the game more interesting. On this...shouldn't there be the chance astronauts die? And why all the screen real estate taken up with silhouettes of people? Some really, really excellent ideas here to add a bit of excitement. BARIS did that with the "mission control" red/green line, the failures that might not be mission-terminal, not to mention the "other side's" achievements. Some of the ideas above would have added to BARIS.
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