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The human encounters should be more like a palate cleanser, a way for players to feel like ultimate badasses after getting their asses handed to them by cosmic horrors for the last few hours. If anything, fighting a bunch of cultists and demolishing them should give your marines some kind of morale boost.
Side note: Welding yourself into a room can allow you to rest, reducing stress by 100. For the cost of 1 tool, -100 stress. (assuming you don't pull a dumb and try it in a room that has a bunch of doors.
Side-Side note, creating a "safe room" ceases hunts as well. So if you're trying to keep that horde away, pop into a room and fire up the welder. Save your crew a lot of damage
Killing other humans should have minimal impact on their stress, especially ones armed with *checks notes* shovels when they have *checks notes* pulse rifles and smart guns.
A normal civilian wouldn't be afraid to open fire on 3 or 4 crazies armed with shovels and hammers if he had a smartgun or even an AR-15. Just saying.
Yeah, but you are controlling Colonial Marines who are trained for just that purpose. We all get the trauma system and we all accept it, but it needs to be throttled back to something a hell of a lot less goofy than it is. This is one of those aspects of the game that gets in its own way. As it is the system is so overblown it is ridiculous and detracts from the game rather than lends anything to it. The idea is sound, in fact its great, but it could use some fine tuning.
Maybe its because I am prior service but I sort of feel like this ♥♥♥♥ could be handled with a lot more respect. Trauma is complicated and contrary to what you see in movies most of the people who suffer from PTSD never saw combat. It is the stress of being at a constant state of readiness, of always having to worry about being ambushed or injured without ever experiencing the catharsis of actual combat and surviving it that puts people in a place they can't get out of again. That is just one sort of trauma. A good system exploring psychological disturbance could make it relatable, humanize it, make it something meaningful.
Or they could play it for laughs. A light hearted approach could work too. . .But this? I don't think this works for anyone. It trivializes the reality and introduces a mechanic that is unwieldly and ultimately detracts from the experience without offering anything in the way of parity.
I get it, its just a video game, but the greatest artistic expressions are those which aspire to transcend their mediums.
You would succeed only in teaching learning players to play the game wrong and create a point of frustration when they start running and gunning with aliens
Play is experimental in its very essence. It is a developmental instinct which allows people to learn through simulation. Right and wrong do not enter into it, there are only effective and ineffective strategies. Players can be trusted to create their own experiences, a good developer provides quality tools to that end.
My biggest complaint about this game was enemy spawn and pathing. Getting spotted 3 times at the end of a hunt/horde/hunt/hunt combo is kinda lame.
What the ♥♥♥♥ are you even talking about? The trauma system is a gameplay layer that adds depth and consequences to the way you proceed through each level, I've found it works quite well, no idea what you're doing trying to conflate this with REAL LIFE ACTUAL TRAUMA. The game is about using tactics to kill aliens, maybe you need Trauma simulator 2023? Maybe someone on fiver will make it for you if you ask.
Yes you're getting philosophical. Im talking about actual game design.