Yesterday, 09:28 AM
A) Sounds a lot like hunter, which doesn't really work on RP (outside of occasional thematic admin spawns when murder is needed). This is the simplest design and there might be something there, but antagonists that are immediately identifiable as threats don't really leave a lot of room for interaction (wizard is the exception to this but it somewhat works because you're never really sure what a wizard is going to do and whether it's going to be really bad until they do it)
B and C Sound like a cross between mindeater and flock, both are concepts that didn't really work out. I know you want to design this from the top down, but I think it might be a better idea to focus on the actual interactions with the crew first. What does the moment-to-moment gameplay look like? Why is it unique? Does it require/allow for deception? Is it actually fun to fight against?
B and C Sound like a cross between mindeater and flock, both are concepts that didn't really work out. I know you want to design this from the top down, but I think it might be a better idea to focus on the actual interactions with the crew first. What does the moment-to-moment gameplay look like? Why is it unique? Does it require/allow for deception? Is it actually fun to fight against?

Goonhub