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It's a great mod in its own right; but years of playing with a couplevof those has given me bad habits.
Maybe I should bring this up on the mod's Steam page.
As for immersion: I find it absurd that I can't deploy all 7 soldiers from a patroling Thunderbird that's responsible for one region, and the vehicle + 2 soldiers from roaming Helios which is supporting several adjacent regions. A haven with 5-10k population is on the line, and all I can have is a vehicle and 5 soldiers? That feels like a petty skirmish.
As for the gameplay fun: more units = more fun. Yeah, I can sit out the whole mission close to the spawn location, but this gets repetitive very fast. Having the manpower to rush the closest building and take it, while still having someone to maintain defence so as to not get swarmed, is much more dynamic.
The number of operatives the player can deploy is probably the biggest balance factor in the game; of course it's not always so in each particular case (e.g. maybe someone deploying en masse low level soldiers in late game won't experience a power spike), but it is so in general. The other problem with increased deployment is that as the number of troops you have to manage goes up, typically (though not for all players) the UX worsens; the high level player characters can each do so many things, and then you have to add more enemies to prevent the mission from being too easy, and that further degrades the player experience. (As we were reworking the final mission we were testing it with squads of 12+ and it was awful, we had to scale back).
Having said that, I do like players having choices to adjust the game, and I keep thinking about stuff like this from time to time and how options like that could be added. But I worry that players will choose them without fully understanding the consequences because it seems more "realistic", or just aesthetically pleasing (as in the case of the mutations/augmentations), and then get a worse experience.
I'm one of those players who choses the custom difficulty option when it's present (such as in Dishonored 2), tweaking it so that the game is challenging with a wide window for failure, but doesn't frustrate me with the things I deem unfair. I understand that the majority of people just choose a set difficulty level, so I appreciate variety when it's present, such as in TFTV.
Maybe setting a deployment cap for certain missions would help with the balance issue? As for choosing the option without fully understanding the consequences, maybe a pop-up window (on selecting a certain questionable option) explaining that this may greatly affect the balance and such, would help?
Your mod makes the game much more interesting and I like it very much, especially considering that you still update it. Enemy pistol fire in quick succession instead of several separate shots was a great improvement, for example. And as I already mentioned, the variety in difficulty options is appreciated as well. So I really hope you can find a way to add some way to tweak the deployment number. That would make TFTV an even better experience.
So just killing indiscriminantly, like NJ does, is no more my bag than giving in like Anu or waffling like Synedrian.
"To each his own" and I applaud the original devs, the original modders, and the whole TFTV team. The game in all its dimensions has been a great source of fun!
I can only assume those who dislike "cheese" also hate pizza. /jk
I like the way that factions are handled too, it's all nuanced and very interesting. Well except for Anu being a Pandoran psyop
I'm not sure if the abducted humans (during the Third Mist) are genetically modified and turned into pandorans, or are just processed into biomass which gets mixed with other species. By the looks of pandoran breeding structures, I always assumed the latter. Is it not the case? If so, they would at least have severe PTSD after being "cured", I doubt they would even be sane after living through ♥♥♥♥ like that.
P.S. I love both cheese and pizza.
Well, we have a lot of common ground.
Yes, quite a lot.