Replies: 15 comments 35 replies
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I'm not sure if its in the mechanics already - but what about getting a free failure pass for a crewed mission if you have a proceeding catastrophic failure on an uncrewed mission. That always bugged me that there seemed to be no reward for blowing up a test mission - that is typically the most educational part of an given program program! Of course, there would be the perverse incentive to fly uncrewed before you had done your R&D - but then again - I think that is exactly what is happing at Boca Chica right now.... |
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Here's an idea: when one side is having too much good fortune, maybe rather than suffering forced catastrophic failures they could receive negative newscasts. Conversely, a player who's doing poorly through no fault of their own could perhaps receive positive newscasts. |
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Well, not all catastrophic failures were because of stupidity, just think of Soyuz 11 or STS-107. There were also a couple of close calls that were essentially random events (Gemini 8, for example). What one could do, would be to increase the chance of a catastrophic failure the more the die roll surpasses the safety factor of the step involved. But that would affect the balance of the game by quite a lot and make the endgame much less thrilling. |
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A related idea might be for U. Suborbital and U. Orbital to always raise the capsule's Safety and Max R&D by a point even if it doesn't succeed on any steps of the mission. That would encourage flying dummy missions...though it might also invite abuse by someone flying it at, say, 23%. The rationale would be that that mission was chosen specifically to iron out kinks in the hardware. Edit: possibly, the Max R&D going up could apply only if the capsule is at Max R&D already, or perhaps at 75% (the top threshold for gaining technology transfer). |
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I just had another of these! After my first suborbital I just couldn't make any headway! Everything failed. Castastrophic failure followed by newscasts repeatedly slapping down the Safety of components I was already having trouble researching because my budget sucked. I couldn't even fly a Duration B until Spring 1969 and never got my Ranger up to speed. When the computer swept in with the Moon landing in Fall '69 it was kind of a relief to be done with that game. |
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Another idea that's come to mind is, maybe the game should dock your budget less if the component that failed was at least Max R&D, as a sort of recognition that you at least weren't being reckless with it. But...that might sort of contradict the whole point of the prestige system... |
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A quite different approach would be to have (un)lucky breaks not to have such a large impact on the game to begin with. Right now, the game rewards you if you are successful and penalizes you if you are not. I am not sure that this is always a realistic model. For example, following the Sputnik shock, the Western world has invested an incredible amount of resources into science and technology, i.e., quite the opposite of what happens in-game right now. Similarly, I recently had a game where I got a spring half-off sale with something like 170 MB cash on hand, which allowed me to land on the moon in the fall of 1966. I can't imagine a real-world congress saying "yeah, we said we would go to the moon in 1969, but we have no problem of giving you even more money to get there a few years earlier and make the president look like a moron that didn't know how long this would take". Maybe one could extend the VP review to create a government inquiry after each catastrophic failure. If you didn't take any excessive risks (not flying at max R&D, no dummy tests, etc.), you are cleared of any wrongdoing and your budget gets restored. |
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My son had a good idea this morning. If we were to find a way to smooth the "lumpiness" of runs of luck, maybe that smoothing could be lessened at difficulty level 2 and not done at all at level 3. |
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Right now, I am playtesting PBEM (more on that later), so I play against myself using virtually identical strategies. What I've noticed, is that the course of the game strongly depends on who comes out first during the Mercury/Vostok age. Once the low-hanging fruits are taken, it is basically impossible for the player who has been on the short end to buy and research Titan/Proton for the lunar flyby or the two-seater because the budget is too low. So, I'm inclined to think that it's not runs of luck that are the problem, but rather luck at a pivotal point in the game. In games against the AI, this is less noticeable because the AI can catch up by cheating, and the human player can catch up by playing better. |
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On the flip side of course, it would be good to find some way of counterbalancing when someone's getting all good rolls, especially if his opponent is having a bad time. In this last game, I played the US and it seemed I could do no wrong, and the AI just couldn't get ahead. |
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Aaand, another one. EVERY SINGLE TIME I try to fly a manned mission, it fails - usually catastrophically. Mercury gets trashed so I abandon it in favor of Apollo. I watch the AI get two, three prestige firsts per turn while I'm struggling with research. Finally in Fall 1965 I'm ready to fly my first g--d--ned Suborbital mission and my Max R&D capsule burns like a wad of tissue paper. Then our friendly newscaster tells me I haven't had enough misfortune yet, so I also get to pay extra for more Apollos. "That's a nice space program you have there. Be a shame if something happened to it. --Oh, it did!" |
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I just had a thought about something that might reduce this issue. What if we did something like (maybe after your first catastrophic failure), further cat fails--as long as the hardware was at or above Max R&D--cost you half as much prestige, to reflect that you're at least doing your due diligence as regards safety? Or something more graduated, such as reducing the penalty by 40% if you're 1 or 2 points from Max R&D, 50% if you're at Max, or 60% if you're 2 or more points above Max? |
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Another possibility occurs. One of the most frustrating parts of this sort of thing is that multiple cat failures tank your budget, which makes it almost impossible to catch up to your opponent. How about if the usual hit to your budget occurs only if yours is currently higher than your opponent's? Maybe your government doesn't vindictively slash your budget when it can see that it's already spending less on the project than the competition. |
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This came to mind again yesterday. My very first manned Vostok mission suffered a catastrophic failure that reduced it to 6%. At that point there seemed no point in bringing it back up to speed - it would've been too little, too late. So I put everything into Lapot since it couldn't benefit from tech transfer anyway, and on my second manned mission it too killed everyone aboard and dropped it all the way back to 6%. So frustrating! And I had done everything right, too, bringing the hardware up to Max R&D and even flying a couple dummy tests.
I realize this is what happens in a random distribution - sometimes you just get a run of very good or bad luck, and random rolls are an integral part of the game mechanics. Still, I'm reminded that most of the catastrophic failures in the Space Race occurred when the agency did something
stupid--er, incautious: running a sim of the Apollo capsule with pure oxygen at one atmosphere, pushing ahead with the first Soyuz flight even when the engineers shouted it wasn't ready, etc.The way the game works, it's nearly as likely to wipe you out whether you're taking all the precautions or cutting every corner. One of the early complaints about BARIS was that it gave you the feeling you were being punished for getting bad rolls and not because of anything you did. I just wonder if there's something we can change in the game mechanics to go easy on you if you've flown dummy tests or if you've suffered one catastrophic failure already (within, say, 8 turns or so). There could also be a flip side to it, where you're likely to suffer if you're flying people without even getting things up to Max R&D.
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