PSCD 1.1.2 issues / features
Posted: Sat Jun 11, 2016 11:28 pm
Been playing PSCD 1.1.2. Up to the side-mission screen after mission 7. Some feedback:
(1) Skip dialogue - I think this should disable after an encounter, in the same way it disables after a choice dialogue. As it is, if I skip back to an encounter, I need to remember to go to the options screen and toggle it or else the game keeps skipping as soon as I'm done.
(2) The multiple types of save panes are confusing. What does it mean to have multiple auto- or quick- saves ?
(3) On losing an encounter, it would be good to have a "try again" option which returns you to the card selection screen. It's the most common reason for wanting to restore a save, but as it is you need to remember to manually save on the card selection screen (there's not quick-save that I can see) or else the game auto-saves on battle completion.
(4) The interface can be slightly sluggish in the combat screen. If I'm acting fast, I'll play a mod card on an in-play card then click the card to act and the game will miss the click.
(5) Cards that damage "random" cards seem to damage the weakest card. Which is IMO a good thing, but not what the text says.
On the tactical rules:
I can't figure out what "redraw cards" does. It seems to discard the last drawn card, which I can't see how it is useful unless my hand is full.
There's a general issue with resource economy vs card draw vs pacing. Most cards cost one of some of the resources, but I gain 1 of each resource but only draw 1 card each turn (with very minor exceptions). This means that after a few turns my limiting factor is either credits or card draw, not resources. And only drawing 1 per turn means that it's very easy to get unlucky and draw a bunch of "credit" cards and be totally stuck. While stuck, the opponent keeps playing cards, so I can't catch up because anything I play is quickly removed. (Problem is even worse with a bunch of 1-3, 0 credit foes).
Suggestion: modify redraw to allow one or more of (subject to balance testing):
- Pay 0-1-1-1 to draw another card
- Pay 0-2-2-2 to draw another card
- Discard a card and pay 0-1-1-1 to draw another card
I expect that #1 is sufficient, but might make it too easy to spam cards into your hand. Either of #1 or #2 will let you normalise a resource surplus into hand cards and provide a comeback option if your draws are stalling.
(1) Skip dialogue - I think this should disable after an encounter, in the same way it disables after a choice dialogue. As it is, if I skip back to an encounter, I need to remember to go to the options screen and toggle it or else the game keeps skipping as soon as I'm done.
(2) The multiple types of save panes are confusing. What does it mean to have multiple auto- or quick- saves ?
(3) On losing an encounter, it would be good to have a "try again" option which returns you to the card selection screen. It's the most common reason for wanting to restore a save, but as it is you need to remember to manually save on the card selection screen (there's not quick-save that I can see) or else the game auto-saves on battle completion.
(4) The interface can be slightly sluggish in the combat screen. If I'm acting fast, I'll play a mod card on an in-play card then click the card to act and the game will miss the click.
(5) Cards that damage "random" cards seem to damage the weakest card. Which is IMO a good thing, but not what the text says.
On the tactical rules:
I can't figure out what "redraw cards" does. It seems to discard the last drawn card, which I can't see how it is useful unless my hand is full.
There's a general issue with resource economy vs card draw vs pacing. Most cards cost one of some of the resources, but I gain 1 of each resource but only draw 1 card each turn (with very minor exceptions). This means that after a few turns my limiting factor is either credits or card draw, not resources. And only drawing 1 per turn means that it's very easy to get unlucky and draw a bunch of "credit" cards and be totally stuck. While stuck, the opponent keeps playing cards, so I can't catch up because anything I play is quickly removed. (Problem is even worse with a bunch of 1-3, 0 credit foes).
Suggestion: modify redraw to allow one or more of (subject to balance testing):
- Pay 0-1-1-1 to draw another card
- Pay 0-2-2-2 to draw another card
- Discard a card and pay 0-1-1-1 to draw another card
I expect that #1 is sufficient, but might make it too easy to spam cards into your hand. Either of #1 or #2 will let you normalise a resource surplus into hand cards and provide a comeback option if your draws are stalling.