Thanks for the report. I think this is not a bug --- dominance training is special because it requires you to supply a slave to dominate (i.e,. the team needs to have a slave assigned to it).Minor bug found: I cannot assign pic related to their own Dominance Training: Basic mission. This means the mission lists inaccurate requirements and/or the game lets you generate training missions for slaves that are invalid for that mission.
Ah, okay. Good to know. Also, if I make a suggestion.Thanks for the report. I think this is not a bug --- dominance training is special because it requires you to supply a slave to dominate (i.e,. the team needs to have a slave assigned to it).
No, please don't make this a thing. I'm not interested in manually re-adjust my 10+ teams every week, nor do I want to ruin my perfect built or selected slavers / slaves.Ah, okay. Good to know. Also, if I make a suggestion.
As someone who put hundreds of hours into NoHaven, one of the biggest issues I found with that game was how predictable the game became in the long term. Because characters basically never changed any traits except during critical mission failures, as long as you could get the team's stats high enough to eliminate the chance of critical mission failures, their missions became basically no-risk, guaranteed-reward things. (I know characters also do change when they level up, but because these all made them stronger, it only added to how predictable mission outcomes were).
So, in my opinion, something that could greatly increase your game's replicability would be to avoid this predictability. Maybe a weekly 0.1% chance of a slaver deciding to quit or getting injured in a drunken brawl. Or maybe a similarly tiny chance of losing/gaining traits on level up due to being affected by their experiences. Or a chance of this happening on mission completion, with the mission type having an influence. Or a guaranteed minimum crit failure chance of 1% on all missions.
Basically there should be enough chaos in the game to prevent players from resting on their laurels and cruising from 100% success to 100% success in perpetuity. Something disruptive that keeps forcing them to (even if only rarely) re-adjust their teams and cycle fresh blood in, to prevent longer games from becoming monotonous.
The uncertaintys is for success rate of the quests (you'll only get as high as 99% no matter what), Not for being given or remove random perks / traits from my hard-working trained slavers / slaves, aka: you can have as random as the results of the quests, but do NOT mess with my units permanently with a RNG that I have no control of.The developer can correct me if this assumption is incorrect, but I'm believe the reason that die rolls are central element of the gameplay is specifically because the game is intended to be one with a notable amount of risk and uncertainty. (Again, I could be entirely wrong here.) But that's usually the entire point of using dice in a game, to add randomness and risk and unpredictability. Something that having completely predictable, no-risk mission teams (at least in the late game) can undermine.
You'll get slaves with higher base value in later quests, I'd start with 9k base value (not sure if it's the minimum), then after done all training it's value will be over 40k+how do you get a slave that is valued at 40k?? ive only every made slaves that are upto 30K+
Maybe that's where we differ in opinion. You seem to forget these are employees, not slaves of robots. In any job, anywhere, you're going to have people that quit because of personal reasons, or quit because they heard of a better paying job, or can't work anymore due to an unrelated accident (getting randomly mugged, getting into an accident while travelling). They're not things you built from scratch and have total ownership over -- but again, that's just my opinion.darkofoc said:you can have as random as the results of the quests, but do NOT mess with my units permanently with a RNG that I have no control of.
You make some good points. Maybe it's just my game, but I've noticed on all my cash farming missions all my teams are basically at a permanent 100% success (or as near to is as possible, making it become increasingly tedious over time). That's why I suggested some chaos on the character side of things. But if you don't want to do that, maybe at least some more variance on the mission side would make things more interesting... like instead of a mission always being level 40, maybe allow it to randomly appear as a range from level 20 to level 60, or so something.Thanks for the feedbacks. I also played No Haven, and I understand the concern.
TLDR; This game's "end game" is in the form of ultra difficult missions that you'll need specific team to reasonably clear. There can be no risk missions in the end game, but they won't give exciting rewards.
You have to kind of pre-train them before the quest: obedience II and endurance II could save some time and risk .....this game need balancing, 1% critical failure, result critical failure, and its impossible to complete training in 17 weeks, result impossible to get technology rear deal, and why no autosaves?
Yeah and I think it start to happen in a later version (not sure but maybe after the ad-hoc team introduce?), sometimes when you assign a team, it won't auto-assign roles with highest score, and it doesn't remember even if I manually assigned the roles when I do the same quest two weeks in a row.im kinda annoyed that sometimes the assign team doesn't assign the right slaver to do the job to get the % chance of succeeding