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Anisoptera Games - View topic - Hard and Hardcore singleplayer modes
View unanswered posts | View active topics It is currently Sat Jul 04, 2020 8:35 am



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Hard and Hardcore singleplayer modes 
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Joined: Sun Sep 27, 2015 4:09 pm
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I love the idea of reassembly, but I also like games to be challenging. In campaign mode there is little incentive to not die since respawning is essentially free and unlimited.

So I'd like to request some easy to implement end game conditions:

Hard: If you do not have enough C to respawn, (or R stored in a factory ship in your fleet) then you must spawn in a cheaper ship that you can afford. If you die with no C it is game over.

Hardcore: 1 life only. Don't die.

A more complex suggestion: "Corpse recovery" in games like Diablo or Minecraft is fun, because if you die the emphasis shifts from exploration and expansion, suddenly you have a well defined goal and something to lose. In Reassembly, pilots could be a resource. You'd start out with a set number (eg 5) and can buy more but they are expensive (eg 5,000 C each) Destroyed ships eject a pilot. Pilots can be collected by friendly ships or captured by enemy ships by running over them, but not destroyed by gunfire. Enemy ships with a captured pilot inside are marked, similar to the way Agent flagships are marked, and destroying that ship will release the pilot for allies to recover. Recovered pilots must be returned to a factory ship or station to re-enter the pool. Building a ship costs one pilot, dying and respawning costs one pilot. Running out of pilots is game over. Agent pilots could also be captured. Captured pilots could be converted to the capturing side if held for long enough.

An extension of the pilot idea: Rather than a fixed (and expensive) C cost and a fixed number of starter pilots, the pilot cost in C could be the same as the R cost of the ship, but the C cost of the pilot also sets the max R of the ships it can fly, if spawning a ship that is too high R for the available pilot, a "pilot training" C cost is applied to cover the difference. Fleet pilots would gradually level up with experience. This would make your lost pilots even more valuable, since they'd have an associated time investment now too.


Sun Oct 04, 2015 5:28 pm
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Joined: Fri Jun 19, 2015 5:50 pm
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In my opinion "Hardcore 1 live only" would render the game impossible to play unless you use alternative rules for example: Some sort of "Ironman" tournament where you get ranked based on how many minutes you survived on a "same map seed for everyone" universe...

But, your ideas about pilots are great! I would like to see this implemented. An idea to supplement your own: have a way to "prematurely eject" from a (doomed) ship and possibly gain a "survival" bonus (you eject within a life pod for example).


Sun Oct 04, 2015 8:45 pm
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Sun Oct 04, 2015 11:02 pm
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Sun Oct 04, 2015 11:19 pm
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Mon Oct 05, 2015 2:14 am
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Hardcore games generally revolve around completely restarting when you die. If it was going to be hardcore, you probably should delete all player designs on death and disable imports. Present the player options for exporting designs after they die so they could use them on non-hardcore games. Dying in a hardcore game demands you start over with the only difference being what you've learned.

For the record, though, I don't believe this type of game is conducive to 'hardcore' gameplay.

If you want it to be harder, play as a different faction. I recommend Reds. Poor thrusters, heavy (and thus slow) ships, fragile armor pieces, low weapon variety, and relatively weak weapons all combine to increase the game's difficulty substantially. Also, they don't have shields either and their command module doesn't produce power.

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Mon Oct 05, 2015 9:20 am
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Mon Oct 05, 2015 9:25 pm
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