Das Geisterschiff / The Ghost Ship

Das Geisterschiff / The Ghost Ship

eidolon232 Dec 1, 2018 @ 1:10am
Combat
I have just played through the demo and part of the tutorial.
One problem with the combat AI is that the default setting for attacking is to also advance one tile, even if you have a long range weapon equipped. This can be especially anoying, when you want to blow up a landmine and move into the explosion radius. In my oppinion, the default setting should be to stay. Another problem that I have encountered is that the retreat command made me jump down a bridge instead of just taking a step to the side, like when you are using this action in a corner.
As far as the combat goes, your options look rather limited, compared to other dungeon crawlers with a full party, equipment/leveling system and 100+ skills. Are there at least some impactful upgrades for your weapons (status effects, damage over time, pushback, a secondary firemode) or tech gadgets (cloaking, x-ray vision, hacking tools, drones) to spice things up a bit?
Last edited by eidolon232; Dec 1, 2018 @ 1:42am
Originally posted by RS:
One problem with the combat AI is that the default setting for attacking is to also advance one tile, even if you have a long range weapon equipped. This can be especially anoying, when you want to blow up a landmine and move into the explosion radius. In my oppinion, the default setting should be to stay
You can use quick attacks (by pressing CTRL) to attack anything in front of you without changing your position and facing direction. As for making the Stay option the default one -- I'm going to experiment with that and see how it goes.

Another problem that I have encountered is that the retreat command made me jump down a bridge instead of just taking a step to the side, like when you are using this action in a corner.
Retreat command intentionally makes you move back if there are no obstacles behind you.

As far as the combat goes, your options look rather limited, compared to other dungeon crawlers with a full party, equipment/leveling system and 100+ skills. Are there at least some impactful upgrades for your weapons (status effects, damage over time, pushback, a secondary firemode) or tech gadgets (cloaking, x-ray vision, hacking tools, drones) to spice things up a bit?
Upgrades are limited to stat upgrades (accuracy, evasion, landmine disarming) and armor plates (slight bump to max DC w/ a big bump to current DC).

As for combat, there are other nuances under the hood (some of them are mentioned in the tutorial, others are up to the player to discover along the way), but generally, the main focus lies in resource management, positioning relative to the target, picking the right weapon and the right tactic against each enemy type to cut down on losses and paying attention to the environment.

It's not something that one would expect from Wizardry-style or Dungeon Master-style crawlers, but that's also the point of this game -- gotta inject new ideas and see how they pan out, and if the foundation works out well, building upon it won't be too hard. ;)

Thanks for giving it a try and providing feedback!
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The author of this thread has indicated that this post answers the original topic.
RS  [developer] Dec 1, 2018 @ 2:50am 
One problem with the combat AI is that the default setting for attacking is to also advance one tile, even if you have a long range weapon equipped. This can be especially anoying, when you want to blow up a landmine and move into the explosion radius. In my oppinion, the default setting should be to stay
You can use quick attacks (by pressing CTRL) to attack anything in front of you without changing your position and facing direction. As for making the Stay option the default one -- I'm going to experiment with that and see how it goes.

Another problem that I have encountered is that the retreat command made me jump down a bridge instead of just taking a step to the side, like when you are using this action in a corner.
Retreat command intentionally makes you move back if there are no obstacles behind you.

As far as the combat goes, your options look rather limited, compared to other dungeon crawlers with a full party, equipment/leveling system and 100+ skills. Are there at least some impactful upgrades for your weapons (status effects, damage over time, pushback, a secondary firemode) or tech gadgets (cloaking, x-ray vision, hacking tools, drones) to spice things up a bit?
Upgrades are limited to stat upgrades (accuracy, evasion, landmine disarming) and armor plates (slight bump to max DC w/ a big bump to current DC).

As for combat, there are other nuances under the hood (some of them are mentioned in the tutorial, others are up to the player to discover along the way), but generally, the main focus lies in resource management, positioning relative to the target, picking the right weapon and the right tactic against each enemy type to cut down on losses and paying attention to the environment.

It's not something that one would expect from Wizardry-style or Dungeon Master-style crawlers, but that's also the point of this game -- gotta inject new ideas and see how they pan out, and if the foundation works out well, building upon it won't be too hard. ;)

Thanks for giving it a try and providing feedback!
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