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as allways , it's nice to hear that progress is made, keep the pace ;)
... and don't tthink that I have lost interest, I'am still following all the forum activitys, just stopped playing until the milestone space combat is reached.
best regards
Arb
You said something like the enemy beeing scaled to your skill level. Is that something you want to do in the game too (at least to some degree or at som places)?
I'll need to see how well that works. I think it will give players an challenge and something to work towards. There will be tons of procedural content to go up against as you work your way out towards the boundaries of the game universe gaining skill and earning credits, tokens, better ships and equipment so you can survive in deep space far from the core worlds.
I think keeping the challenge is a good thing, which means you obviously need some dynamic, especially in a game with a lot of procedural content. I also think it's essential to be able to actually feel and experience progress. Unfortunately a system that always perfectly adapts to the player level has the potential to eliminate experience of progress to at least some degree. They did that in TES Oblivion. It lead to monter rats in higher Levels and the other way around to first level playthroughs. Progress was almost meaningless, because the leve-distance has always been the same.
In case of Stellar Tactics, would it mean you progress to the farther away sectors, you climb some levels, then return to the center and find enemies which leveled similar to your own party? If that's so, wouldn't challenge-keeping mean you'd never outlevel anyone?
Could it then be a "solution" to slow down progression of enemies in "inner" sectors based on the number of completed missions in or outwards that sector tier? So you'd fight your way to 50,50, then return to the start and see and feel your progression?
The problem comes in when you want a universe that doesn't make content trivial as you gain power and yet want to retain a sense of progression. I have a diagram I put together years ago. I'll dig it up and post it. The game universe is partitioned into various areas. The farther you get from the center of the universe, the more challenging the game gets:
UPDATED - Here is the diagram.
http://steamcommunity.com/sharedfiles/filedetails/?id=1170171865
Core Systems
Borderworlds
Outlands
Fringes
Deep Space
Ships may launch from the Fringes and travel back and forth to the Core Systems. Those ships are generated with skills and equipment at level 80-100 - scanning ships will be important and the higher your scanning skill the more information you will retrieve giving you a good idea of their level of challenge. You can always escape hostile ships by spooling up your Micro-Warp drive assuming you identify their difficulty in time.
Story content will always be scaled.
To answer your question "Could it then be a "solution" to slow down progression of enemies in "inner" sectors based on the number of completed missions in or outwards that sector tier? So you'd fight your way to 50,50, then return to the start and see and feel your progression?"
Yes - the tiered scaling system works to scale enemies several levels above and below your teams average levels to the areas minimum/maximum level cap. So, if you are above a regions maximum cap, enemies will always be generated at a lower level and you will feel the progression of your team. However, those enemies will not be trivial. That goes for any area where you are above the sectors maximum level. If you travel to the fringes at level 10 you will encounter enemies that are around level 80 and you will be crushed.
I'll be coding in some other scaling algorithms that let me tweak this based on feedback once we get to Alpha. It could very well be that setting it up so players come back to a lower level area to plow through trivial enemies is more fun - though in that case I'd likely cap loot quality to the maximum level for that region. Low risk = low reward ;)
One other thing to consider - traveling back to the core worlds is how you would train new crew members/teams that you recruited. Lets say you recruited several mercs at level 10 and never used them in your team. You would travel back to the core worlds and level them up.
I realize my TLDR post may fan the flames of larger discussions around game design, procedural universes, level scaling and trivial content. That's fine - I'm happy to talk about it further.
I don't question level scaling here. I just feel like that quote bites its own tale.
Your approach is the best you can do along with specific modifications for some rare enemies who don't have to follow all the combat system rules imho.
Thanks for clarifying that, looking forward to it, really seem the best option from all solutions devs have used so far.
Will that scaling system also work for space combat (to tell you the truth i suck at real time stuff and i'm scared that it will amper me eventhough i love what have seen so far about space combat)?
Would that be possible to have different difficulty options for ground/space combat?
EDIT: Missed a "?"
As far as space combat, you will be able to pause combat. It won't be overly twitchy and you will be able able to make decisions at a reasonable pace ;) I'll tune things once I get enough feedback from everyone. I'll make sure difficulty settings are in. Not sure of these will be tied to the global difficulty settings or independent. Will see as I move forward.
Wow, thanks! That was quite an answer! I don't know how you find the time for all that, and I certainly can't imagine any flame in this forum, but it's really intriguing and good to take part.
I'm glad enemy levels are limited (relative to the players crew) in the inner sectors. So I'm looking forward to see your concept in motion.
Also looking forward talking and learning more about it!