This seems like it was heavily inspired by No Haven (even kept the whole developing in a less than ideal engine thing), but it lacks the depth NH has, as well as anything resembling balance. While it could potentially go somewhere, it's currently pretty much broken. Characters that only have positive mission stats end up reducing success chances in some missions, mission chances rarely add up to 100 (more than the 2-4 points that could be explained by a lousy rounding function), and conflicting traits aren't blocked (e.g. getting ugly beautiful characters due to a mission adding one). No thought was given to playability, with 2 or 3 exceptions it's impossible to raise success chances past 60 (often 55 even with only positive stats), making it a constant grind of scouting (success 45-55%), successes leading to missions that succeed 55-60% of the time (if you luck out on stats). Fairly sure there's no way to avoid hemorrhaging gold currently, the cheat menu is the only thing that prevents this from just being a slow loss. Only conclusion I can make is that the dev didn't bother play-test this, no way to miss most of this.
Since the dev's active in the thread, a few suggestions:
1: Playtest your builds without using cheats. Only thing I mentioned that wouldn't be obvious by 10-15 minutes of testing is the trait conflict.
2: Change the balance so that at least a scout with all of the positive and none of the negative traits can succeed at a decent rate. I'd recommend increasing the effect of both positive and negative stats across the board, but on a curve that levels out around 90-95% or so.
3: Remove the daily upkeep, and increase the mission costs. There's currently no reason not to send every trash character out scouting at every opportunity. You can logic it as they're doing small scale guard jobs or something that merely covers costs.
4: Add an option to delete missions. While every opportunity should be taken based on the game's current state, ideally not every opportunity should be taken. You'll probably want ways to recruit and dismiss people as well.
5: Either remove days (just call them weeks or turns), or give missions different durations. Everything taking 3 days just means the player clicks "end day" two extra times. It detracts.
6: Add a futa toggle. A lot of people dislike the kink. Unless you plan on making a lot of futa themed events, ignoring something that simple is just hurting your game.
Hello!
Thank you for the feedback! About the odds indeed it still in development and needs improvement.
1- In my tests i could keep afloat "easily" but i assume it's because i created the missions and have knowledge that players don't have. I need people that could beta test the game, if you are interested in helping there please hit me up on discord.
2 - Yes that's the plan.
3-Daily upkeep may be substituted by something else in the future. the resources system still in development, as everything in the game. I just couldn't decide on how granular i want the resources system.(Gold and supplies like non haven or Gold, rock, wood, food, etc)
Again another reason why i launched such an early version of the game. I need feedback from players into what they think would be better.
4- I think i forgot to enable the variable that makes missions go away after X days, but you think that a option to manually remove missions would also be desirable?
5- The idea is to have different duration, like training being 2 days, i just didn't get around changing it into the missions.(if you open the missions xml you will see that all of them are 3 days of duration)
6 - Now that's an interesting thing. Right now all genders/sexually are moddable, you can literally go in the assets folder/xml/gender and delete futa from the game, or add any gender/sexuality you want. I think the game would benefit from an toggle, but at the moment there's others priorities the game needs, like all 5 suggestions you gave before that. XD
A good advice: make the game more stable before you go on
Example:the trait system has to be a system not hard coded also the game do not manage the trait gain/loose well
also the missions stay forever
One last thing: try not to carbon copy "No Haven" be creative
I have my owns ideas, like factions, unique characters and more.
But first i need to get the game in a playable state and for that I feel that having No haven as a guide is a good idea.
Thanks again for the feedback and consider joining the discord channel, it would be nice to have so much feedback there .XD