Smuggler Archive
Thread: How to make sure the smuggler revamp will be good
I like the ID masking you metion. I think I said something similar. As for panic shot, that may be the case, but the end result is the same. It should make the target disabled for 10 seconds. Maybe they tumble to prone and can't move for 10 seconds while the smuiggler runs away.
Lixosskzzo wrote:
A thought for how to work the terminal ID masking: give the terminal slicing mini-game two options (for mission terminals anyway), first option is the default increased reward, the second is to disable the terminal's ID procedures, or gum them up somehow. Instead of disabling, what might be fun is to scramble the records, so when the BH shows up and does a query for our job, they get the WP for the person who used the terminal before us, or maybe three days ago. Should probably have a chance to fail that we won't be alerted of, or else they'd never find us if we were on a mission.
Also, I have a comment on Panic Shot: the word panic doesn't refer to the target panicking, it's supposed to be us. Not that we're scared or something, it's basically sort of a bunch of quick and wild reflex shots as we're bolting in the other direction. Sort of like giving ourselves covering fire as we haul rear end away hoping the person shooting at us will be too scared to peek out from behind the box to see us running.
Thank you Ternque01. I think the devs have a good start on the Smuggler revamp, but I would hate to see it ruined by a few missing pieces. I hope we can create a counter propsal to the devs that includes a complete revamp.
Ternque01 wrote:
Some very valid concerns/observations of the original poster.
SpinningCloud wrote:
Wes; "Feature creep issomething that every developer, regardless of genre,attempt to stomp on vigorously. "
LOL, my experience is that devs tend to be the ones responsible for freature creep and the managers attempt to stomp vigourously on it.
Heh, yeh; by developer I meant company rather than individual employee
. I've experienced both ends of feature creap for my uni project, game features that I'd love to see put in that can't be and ideas people have suggested that I've had to say no to because I know I won't be able to get it done in time
.
It's not a good feeling no matter what end of the stick you're on.
WesBelden wrote:
Heh, yeh; by developer I meant company rather than individual employee
. I've experienced both ends of feature creap for my uni project, game features that I'd love to see put in that can't be and ideas people have suggested that I've had to say no to because I know I won't be able to get it done in time
.
It's not a good feeling no matter what end of the stick you're on.
But are we on a schedule? From what I read, the devs have said they are starting to work on the smuggler revamp and gave us a sneak preview. They said that this may not/won't be the final product and that changes will occur. I ask, would we rather have a mediocre revamp in month, or a great revamp in three months? We have waited this long, we can wait longer if it will mean a better end product.
Like I said, feature creep is only an issue during development and testing. But during the design phase, where features are still being defined, the term doesn't apply. The impression I got from the devs is that they are still in the design phase and there is still time to change the feature set before it is too heavily developed. We must act now if we want features changed, as it will be too late weeks down the road.