While the Solar Echoes damage system
worked extremely well in encouraging team-play, it also meant a
number of other challenges. The damage range of weapons was limited,
though this was somewhat mediated by armor (damage reduction) and
using cover (which makes it harder to actually hit a character.) Yet
despite this, there were a lot of encounters when a character would
directly face another in battle, and both might deliver enough damage
in a single round that both would fall. Battles were always intended
to be faster in Solar Echoes than in other games, but not so fast
that they would only last one round. A single round of combat
eliminated options and sometimes even the need for any strategy at
all. We saw a pattern that the most engaging battles—the battles
that lasted the longest and required the most strategy—were battles
with robots. Robots, in Solar Echoes, have more “hit points” than
characters, we call it “hardness.” Hardness is a measure of how
much damage a material like metal on a vehicle or robot can sustain
before being destroyed. Essentially, having more hit points produced
the kind of battles we wanted, but only robots had this—battles
with other enemy characters were almost always short, and this was
discouraging, especially considering that enemy characters often had
many more talents and strategic options to utilize than robots...
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