07-18-2016, 11:54 PM
(This post was last modified: 07-18-2016, 11:59 PM by The Grim Sleeper. Edited 1 time in total.)
I'd like to raise the 'should we' and possible unintended consequences of 'concrete rewards'.
If the rewards are very high we might see "... try-hard janitors trying to break into the Medical Bay so they can keep it spotless, while the whole station disintegrates around them" which would be great.
But what might also happen is that people refuse to play as, say, janitors because the objectives are to hard.
If the rewards are very low, it would be a cute addition to the game, but ultimately have no 'corrective effect' on player behaviour whatsoever.
Are we aiming for some sort of goal with these rewards?
If the rewards are very high we might see "... try-hard janitors trying to break into the Medical Bay so they can keep it spotless, while the whole station disintegrates around them" which would be great.
But what might also happen is that people refuse to play as, say, janitors because the objectives are to hard.
If the rewards are very low, it would be a cute addition to the game, but ultimately have no 'corrective effect' on player behaviour whatsoever.
Are we aiming for some sort of goal with these rewards?