I will debate it no further since you have given your reasoning. Also, since mechanics and features are not complete there is still more foundation work to do and I can understand a conservative attitude towards making too many changes too fast or committing to story/immersive features under those circumstances.) (I 100% agree that the core gameplay mechanics come first. It's just my opinion, but I stand by it in this case. used in one feature and completely irrelevant in another feature that realistically ties into it? " would likely be my genuine response if I just started playing, as is. In this specific case, if HA were left as they were it would fall into that category. This includes separate features or mechanics who clash with each other in the setting. Hand-waving (especially when critical to the gameplay element) is overall tolerable when used with discretion- but nothing can be overly immersion breaking that defies my subjective sense of what the setting would realistically contain once its been advertised using its stories, descriptions and general lore. Some, maybe even most things you can, sure, and it doesn't have to be 100% realistic because that would make it not fun. I also don't personally believe you can lore/description hand-wave everything away for simplicity's sake in all cases as far as mechanics are concerned. If not, at best case scenario I would play it for fun gameplay for a while, but I will get uninspired and bored relatively quickly without something anchoring those mechanics. For me, I want my games to be engaging on more than a mechanical level. I see it as 75% mechanics and gameplay, 25% believable setting and a good, well written and thought out lore/story. I think we may have to agree to disagree here and I'm fine with that. Sorry, I very much respect your outlook, though I do not share it. It could be something crazy like "this food junk settles a special underworld deal, and thanks to Ocean's 11 our supply theft mission is guaranteed to succeed". It wouldn't even necessarily be a solution that requires big guns. The player is really spending their story points to make it happen, any other materials that are required are just the flavor that makes it cool. So the player might have a limited number of marines, but they can do this cool story thing to succeed despite their low numbers. Anything that gets really fancy might make more sense to tie into the story point system.
The specific types of resources used in raiding are not really a critical factor, what matters is that the player makes an investment in exchange for a reward. Quote from: bobucles on November 29, 2019, 07:24:58 PM Yeah, that's fair enough. That way it's not something a player can always use, but it's a cool bonus they can harness if they're prepared. In order to use it, you need the item and the story point. In terms of raw mechanics, there might be a random item that will dramatically boost raiding odds.