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A game of survival, trade and exploration in the universe of Fallen London

Interaction between fuel, terror, and ship's light Messages in this topic - RSS

Kadir
Kadir
Posts: 27

6/28/2016
Hey guys! I backed the kickstarter but only started playing in earnest last week. Great game! This thread is a polite request for change but also doubles as a guide to the thing I'd like changed.

WHAT'S THE MATTER, DUDE?
To get the full benefit of your ship's light, you only need to have it on at the exact moment your terror meter changes. The rest of the time, you can have it off. This greatly improves fuel efficiency, makes the game easier, and is tedious to take advantage of. I think it's bad for games to reward tedium, so this interaction should be removed.

YO, HOW DOES THAT WORK?
Fuel changes more often than terror. Fuel ticks down roughly once per second, while terror ticks up and down less often. If you briefly flash your light at the right times, you can catch all the terror ticks and avoid most of the fuel ticks. This gets you 100% of the benefit for a greatly reduced cost: about half in red terror areas and one eighth in yellow.

WHAT SHOULD FBG DO ABOUT IT?
Whatever they like! The most elegant solution that I can see would be to make the Terror meter more continuous and have it tick at the same time as fuel. But they could also have your light's effect on fuel consumption linger for a few seconds after it's switched off, or some other weird solution. Or they could do nothing! This isn't a huge deal.
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 Saklad
Saklad
Posts: 528

7/26/2016
I think it is sufficiently tedious to pull off that it is not worthwhile anyway. By focusing on your light, for instance, you are heavily disadvantaged when it comes to keeping track of your surroundings. In Sunless Sea, such a disadvantage can be utterly lethal.

--
Saklad5, a man of many talents
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