Post by tons0phun on Nov 22, 2011 23:31:05 GMT
So during the last school summer term, I ended up staying at my girlfriend's apartment for the month of July, and sat on my butt playing the ever-loving FUCK out of this game for the entire month. There were literally days where I just stayed inside, and played nothing but this game, over the course of 30 days. As an engineering senior, it was a much needed break.
Anyways, here is something I whipped up over a few of my lectures in Ethnic studies. As my mind would go idle in class, which it did frequently, I would ponder over being back at the apartment, playing Rogue Survivor. Mostly, I was thinking of what qualities were most important in dictating survival for the longest period of time.
By my own judgement, I have tried to qualify the minimal number of most critical elements which influence survival, as well as the qualities which dictate them. Those critical elements are: Leadership, Necessities, Factions, and Safehouse. Each one has their own set of qualities of which they are influenced by.
And if you have any questions regarding ideas on the graph, feel free to ask.
For example; "Usability" is a term to generally describe the efficiency with which you, as one leader, can command some number of followers. As every command given takes up one turn, it would mean that for a group of up to 5 people, it would take you a minimum of 5 turns to give each one a command. This can be extremely detrimental to functionality in life and death situations.
Which made me just think of another thing right now: perhaps we can use qualitative analysis of this sort to help suggest improvements in the game.
One that just crossed my mind now, which would be of great improvement, is group-commands for followers.
E.g. Tell ALL followers to drop items, move here, follow me, attack target etc.
Before commenting on any part, I would encourage you to give it a second look and closer inspection, also bearing in mind that this chart could be somewhat particular to my own settings. But try to infer things by the subtle arrangements on the graph. For example, on the "Safehouse" chart, the line for fortifications sits above the line for isolation. This is because, on the basis of having a safehouse with only one or the other, fortifications offer better protection than a safehouse which sits in an isolated location. But too much of either one is a bad thing too; too many fortifications means more time is wasted on moving in and out of the safehouse, and too much isolation means that you are removed from areas where you can scavenge for necessities, which is why both of them go to zero on the scale of functionality.
Otherwise, have at it, and I hope it sparks some amusement and thoughts! ;D
[And maybe some more charts! Ha!]
Anyways, here is something I whipped up over a few of my lectures in Ethnic studies. As my mind would go idle in class, which it did frequently, I would ponder over being back at the apartment, playing Rogue Survivor. Mostly, I was thinking of what qualities were most important in dictating survival for the longest period of time.
By my own judgement, I have tried to qualify the minimal number of most critical elements which influence survival, as well as the qualities which dictate them. Those critical elements are: Leadership, Necessities, Factions, and Safehouse. Each one has their own set of qualities of which they are influenced by.
And if you have any questions regarding ideas on the graph, feel free to ask.
For example; "Usability" is a term to generally describe the efficiency with which you, as one leader, can command some number of followers. As every command given takes up one turn, it would mean that for a group of up to 5 people, it would take you a minimum of 5 turns to give each one a command. This can be extremely detrimental to functionality in life and death situations.
Which made me just think of another thing right now: perhaps we can use qualitative analysis of this sort to help suggest improvements in the game.
One that just crossed my mind now, which would be of great improvement, is group-commands for followers.
E.g. Tell ALL followers to drop items, move here, follow me, attack target etc.
Before commenting on any part, I would encourage you to give it a second look and closer inspection, also bearing in mind that this chart could be somewhat particular to my own settings. But try to infer things by the subtle arrangements on the graph. For example, on the "Safehouse" chart, the line for fortifications sits above the line for isolation. This is because, on the basis of having a safehouse with only one or the other, fortifications offer better protection than a safehouse which sits in an isolated location. But too much of either one is a bad thing too; too many fortifications means more time is wasted on moving in and out of the safehouse, and too much isolation means that you are removed from areas where you can scavenge for necessities, which is why both of them go to zero on the scale of functionality.
Otherwise, have at it, and I hope it sparks some amusement and thoughts! ;D
[And maybe some more charts! Ha!]