Hello everyone. Here is the third update, time to talk quests.
Here is a quest example with some of the solutions. Not every quest will be solvable by every character, but this one will. It’s the first quest to get you started. It’s not a tutorial and you could theoretically ignore it for a while, but you can’t do much until this is done. Spoilers from here on out.
The premise:
The data link with Kronos station is offline. You can communicate with mission command, but they’re not receiving any data and you don’t have access to the polar radar satellites. You have to fix this.
What happened:
Water particles thrown up from your landing have landed on the main dish on the radio tower outside and frozen its alignment system. The servomotor is not getting enough power so it can’t break loose.
The solutions:
-You can go outside, climb the radio tower and yank the main dish loose. If your physical attribute is high enough, it works. This is an attribute check and done through dialogue with the narrator.
-You can go outside, climb the tower and fix the servo motor. If you put all your points in construction at character creation, you can just fix the faulty wiring, the motor breaks free and you’re done. If your construction skill is one or two, you can replace the system with some spare parts from your inventory, depending on the skill level. Without any points on construction, this option is unavailable. There is a deeper layer of choice involved here, since you have a limited number of spare parts available and acquiring or making more is expensive. The construction skill will also determine the workmanship level of the fix. If the workmanship level is lower, the chance of this system breaking down later on is higher.
-You can go outside and use the tower itself as a dipole cage antenna if your science skill is high enough. This will fix the data link with Kronos, mission accomplished. It will also limit comms range for your rover, because you’re opening the system up to interference. So if your character has construction and science skill, science is not the optimal auto-win skill, you might still be better off spending some spare parts depending on what you want to do with them later.
-You can remain inside the base and hack the generator control system to enable the power surge option. With the generator control system, you can assign the limited power supply to the various outpost systems as you see fit. This is roughly based on the power system in Faster Than Light. Characters with hacking skill can use another feature, which is to give one system a short burst of power to increase its output. This automatically renders all other non-life support systems unpowered. This is part of the game mechanics and you can use this feature for many things once you hack the generator and circumvent its safety limits, but for this quest, a short power burst to the communications system will enable the dish servo to break itself free.
-You can convince mission command to realign one of their long range dishes. They use that array to communicate with Earth, so this has other problems down the line and eventually something has to be done about the tower, but you can get started this way. With 9 or higher charisma, they will do so without much of a fuss, otherwise their disposition towards you will take a hit. If your negotiation skill is high enough, you can use the skill to mitigate this disposition loss. It will initiate a negotiation phase where you can wager negotiation skill against disposition and risk. This is the catch-all solution that any character can pass, as long as you’re willing to bruise your relationship with IASA. Ad hoc problem solving is the reason you’re on Titan, after all, and being unable to solve problems won’t sit well with them.
-That leaves exploration and logistics as skills that are not directly utilized in this quest. Characters with skill points invested in these will be able to counter the lowered disposition with IASA later on by acquiring more wealth (money talks) and by finding interesting and valuable things respectively.
As you can see in the screenshots, the skills appear on the left side of the screen in what I call the ‘skill strip’ when they can be used. Clicking on them will use that skill in the context-appropriate way.
I used to have the skills in the toolbar below and you could use them everywhere. The context-appropriate way would be handled if it was necessary and otherwise it wouldn’t do anything, but I found that to be confusing. Reading prose variations of “That skill does nothing here.” might get tiresome. Don’t get me wrong, there are a lots and lots of places where you can use one or more of your skills, but having the option always there felt like misinforming the player. Skill use is almost entirely deterministic. You can often choose to augment or alter the results with items or set things up in ways that alter the outcome. I’m trying to prevent boring binary outcomes whenever I can, providing it makes sense of course.
This leads me to a question:
Would you prefer skill buttons to only be available when your skill actually does something, or do you want to be able to try any skill anywhere? In other words: Do you enjoy the mystery of not knowing where exactly you can use which skill? I know where I stand and I can infer from the debate on labelled dialogue choices that there is no consensus on this, but in this game, it’s not just in dialogue, it’s everywhere, and I'd like to know what you think.
PS As you may have noticed, the updates are now monthly until further notice.
Here is a quest example with some of the solutions. Not every quest will be solvable by every character, but this one will. It’s the first quest to get you started. It’s not a tutorial and you could theoretically ignore it for a while, but you can’t do much until this is done. Spoilers from here on out.
The premise:
The data link with Kronos station is offline. You can communicate with mission command, but they’re not receiving any data and you don’t have access to the polar radar satellites. You have to fix this.
What happened:
Water particles thrown up from your landing have landed on the main dish on the radio tower outside and frozen its alignment system. The servomotor is not getting enough power so it can’t break loose.
The solutions:
-You can go outside, climb the radio tower and yank the main dish loose. If your physical attribute is high enough, it works. This is an attribute check and done through dialogue with the narrator.
-You can go outside, climb the tower and fix the servo motor. If you put all your points in construction at character creation, you can just fix the faulty wiring, the motor breaks free and you’re done. If your construction skill is one or two, you can replace the system with some spare parts from your inventory, depending on the skill level. Without any points on construction, this option is unavailable. There is a deeper layer of choice involved here, since you have a limited number of spare parts available and acquiring or making more is expensive. The construction skill will also determine the workmanship level of the fix. If the workmanship level is lower, the chance of this system breaking down later on is higher.
-You can go outside and use the tower itself as a dipole cage antenna if your science skill is high enough. This will fix the data link with Kronos, mission accomplished. It will also limit comms range for your rover, because you’re opening the system up to interference. So if your character has construction and science skill, science is not the optimal auto-win skill, you might still be better off spending some spare parts depending on what you want to do with them later.
-You can remain inside the base and hack the generator control system to enable the power surge option. With the generator control system, you can assign the limited power supply to the various outpost systems as you see fit. This is roughly based on the power system in Faster Than Light. Characters with hacking skill can use another feature, which is to give one system a short burst of power to increase its output. This automatically renders all other non-life support systems unpowered. This is part of the game mechanics and you can use this feature for many things once you hack the generator and circumvent its safety limits, but for this quest, a short power burst to the communications system will enable the dish servo to break itself free.
-You can convince mission command to realign one of their long range dishes. They use that array to communicate with Earth, so this has other problems down the line and eventually something has to be done about the tower, but you can get started this way. With 9 or higher charisma, they will do so without much of a fuss, otherwise their disposition towards you will take a hit. If your negotiation skill is high enough, you can use the skill to mitigate this disposition loss. It will initiate a negotiation phase where you can wager negotiation skill against disposition and risk. This is the catch-all solution that any character can pass, as long as you’re willing to bruise your relationship with IASA. Ad hoc problem solving is the reason you’re on Titan, after all, and being unable to solve problems won’t sit well with them.
-That leaves exploration and logistics as skills that are not directly utilized in this quest. Characters with skill points invested in these will be able to counter the lowered disposition with IASA later on by acquiring more wealth (money talks) and by finding interesting and valuable things respectively.
As you can see in the screenshots, the skills appear on the left side of the screen in what I call the ‘skill strip’ when they can be used. Clicking on them will use that skill in the context-appropriate way.
I used to have the skills in the toolbar below and you could use them everywhere. The context-appropriate way would be handled if it was necessary and otherwise it wouldn’t do anything, but I found that to be confusing. Reading prose variations of “That skill does nothing here.” might get tiresome. Don’t get me wrong, there are a lots and lots of places where you can use one or more of your skills, but having the option always there felt like misinforming the player. Skill use is almost entirely deterministic. You can often choose to augment or alter the results with items or set things up in ways that alter the outcome. I’m trying to prevent boring binary outcomes whenever I can, providing it makes sense of course.
This leads me to a question:
Would you prefer skill buttons to only be available when your skill actually does something, or do you want to be able to try any skill anywhere? In other words: Do you enjoy the mystery of not knowing where exactly you can use which skill? I know where I stand and I can infer from the debate on labelled dialogue choices that there is no consensus on this, but in this game, it’s not just in dialogue, it’s everywhere, and I'd like to know what you think.
PS As you may have noticed, the updates are now monthly until further notice.