by Steamforged Games Ltd
OK Someone brought up a good point about game play yesterday. If one player looks like they will claim more Suns during an encounter, a trailing player could sabotage everyone else by getting themselves killed thereby ending the encounter and stopping other players from gaining advancement. Could a mechanic be added to adjust this? I think players that finish an encounter alive, while one ore more died, could receive half of everything they would have gained while players that died during the encounter receive a failure token, of some type, that has a negative effect on their total suns at the end of the game. This would still allow victorious players to gain a small advancement from an encounter while penalizing a death by a player, very often negating a player who goes on a suicide run to end an encounter early or a player who sees going all out as a way to achieve higher reward or die trying thereby still stopping the other team members from advancing.
Nice one! :)
Nothing new is revealed here that wasnt in the gameplay video from day 1...
This game sounds very dry...
"Each hunter has their own skill progression tree"
This would have been a good place to insert a picture of one of the WIP cards and talk about some of the actual skills in detail, so we could see exactly what impact this makes on the game. There are lots of words in this update, but you don't give us more detail than is in the video that we have seen from day one.
Great update !
Thanks for update.
This is my favorite phase! I'll only play this phase all day! ; )