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Skill-based minigame
http://galaxylegion.com/forum/viewtopic.php?f=6&t=29030
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Author:  Respy [ Fri Sep 21, 2012 3:44 pm ]
Post subject:  Skill-based minigame

In light of the slighty convoluted new ship module, the Litheor Data Interface, I was wondering if there were other ways we could get boosts and power-ups other than artifacts (& service terminal). The artifact options seem to be relatively exhausted. I would like to propose some sort of skill-based minigame which can be performed daily and provides a temporary boost based on how one performs during the minigame. The minigame could be treated as a sort of training exercise where one, for example, could gain a 24-hour hull boost if they successfully deflect/dodge a series of incoming asteroids.

I envision such an idea requiring a certain amount of simple animation, but of course one would have to take into consideration that some people play on their phones.

All discussion and comments welcome and appreciated. Happy gaming!

Author:  Rarek [ Fri Sep 21, 2012 3:52 pm ]
Post subject:  Re: Skill-based minigame

To me, this suggestion tells me you're looking for a whole new game for this game. Frankly, I don't see why GL needs a completely new game within itself when you should be playing GL for what GL is. It isn't a "use your arrow-keys to move a ship" game, it's a point and click which was what was done initially on purpose, especially to support the Facebook interface. -1

"Yo dawg, I heard you like games, so I put a game in your game so you can game while you game in this game."

"Game-ception"

Author:  Respy [ Fri Sep 21, 2012 3:59 pm ]
Post subject:  Re: Skill-based minigame

Thanks for your reply Rarek. Yes I was afraid of this idea potentially changing the game dynamic too much. I guess the point I was trying to get across is that the in-game skill set required to be successful is rather repetitive. Though it's very satisfying to make certain achievements and I'm hardly bored with the game, I'm interested in being challenged in additional ways.

Author:  ODragon [ Fri Sep 21, 2012 4:10 pm ]
Post subject:  Re: Skill-based minigame

Rarek wrote:
To me, this suggestion tells me you're looking for a whole new game for this game.

I don't know there was the one match game required to complete a Kyroyn (sp and I think that chain) mission. I thought it was a nice addition and added a small amount of content.

I thought a timer based hacking game would be an interesting addition. Right now, you have 4 options when you hack, Crit hit, hit, fail, crit fail and you really have no control. It would be fun to have choices, say 100 and one one of them is a crit hit and one a crit fail, a bunch of hits and fails. The number of hits and fails would be based on the difference in cloak, scan, hacker profession, whether a quantum trap is active and so on.

So average hacker vs average hackee (no QTrap) would have a 1/100 chance of crit hit, 1/100 chance of crit fail, 75/100 chance of hit and 23/100 fail. (I'm estimating from what I've seen but it's just an example, Dan has a better idea of the actual numbers). If I QFlare him, maybe the maybe it goes up to 85/100 chance of hitting. A QTrap is maybe worth an extra 25 fail options and so on.

Even if it isn't really that cool or visual and you just pick a number between 1 and 1000, it would be a little more entertaining than it is.

Author:  Rarek [ Fri Sep 21, 2012 4:12 pm ]
Post subject:  Re: Skill-based minigame

Respy wrote:
Thanks for your reply Rarek. Yes I was afraid of this idea potentially changing the game dynamic too much. I guess the point I was trying to get across is that the in-game skill set required to be successful is rather repetitive. Though it's very satisfying to make certain achievements and I'm hardly bored with the game, I'm interested in being challenged in additional ways.

Your idea has merit in that different skill sets would improve the game, however your suggestion is effectively creating a whole new game just for a new dynamic. Something similar, but less extensive might be in order, like a feature tied into the current game which is completed in a slightly different manner than the current convention.

Author:  Epicownage [ Fri Sep 21, 2012 5:55 pm ]
Post subject:  Re: Skill-based minigame

Mini-games? Nah doesn't appeal to me.

Author:  webguydan [ Fri Sep 21, 2012 6:09 pm ]
Post subject:  Re: Skill-based minigame

Yes, we did introduce a minigame in the Trellith chain called 'Fragments of the Unseen'. It was a simple matching puzzle needed to complete the mission.

Author:  Epicownage [ Fri Sep 21, 2012 6:17 pm ]
Post subject:  Re: Skill-based minigame

webguydan wrote:
Yes, we did introduce a minigame in the Trellith chain called 'Fragments of the Unseen'. It was a simple matching puzzle needed to complete the mission.

Oh yeah I forgot about that, then again as mini-games go that was pretty... well... mini.

Author:  Respy [ Sat Sep 22, 2012 3:02 pm ]
Post subject:  Re: Skill-based minigame

webguydan wrote:
Yes, we did introduce a minigame in the Trellith chain called 'Fragments of the Unseen'. It was a simple matching puzzle needed to complete the mission.


Indeed, and it was a delightful change of pace!

Author:  FerrusManus [ Sat Sep 22, 2012 3:09 pm ]
Post subject:  Re: Skill-based minigame

It would be fun to have a new Daily Mission with a minigame.

Author:  webguydan [ Sat Sep 22, 2012 10:19 pm ]
Post subject:  Re: Skill-based minigame

FerrusManus wrote:
It would be fun to have a new Daily Mission with a minigame.


Good idea! Though, a different kind of puzzle would probably be preferred.

Author:  Galaxylegend [ Sat Sep 22, 2012 11:01 pm ]
Post subject:  Re: Skill-based minigame

yeah it would thanks

Author:  Epicownage [ Mon Sep 24, 2012 5:44 pm ]
Post subject:  Re: Skill-based minigame

webguydan wrote:
FerrusManus wrote:
It would be fun to have a new Daily Mission with a minigame.


Good idea! Though, a different kind of puzzle would probably be preferred.

LOL! That would probably be a good idea.

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