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Sigma_7
11-04-2006, 04:16 AM
Just tried out The Ship trial last night, which was made available on Steam...

The trial didn't really work as well as planned - it didn't take into account the fact that most players don't know how to play. As much as I opposed forced tutorials, this is one instance where I would support it (provided there's still a "secret" way to skip it) - there's plenty of first time players that jump right in without learning the basics. Whether you call them griefers or noobs, they're still disruptive - at least they're obvious when they get a debt.

For those who don't know, you basically are on a ship taking a luxury cruise. And for a plot twist, you basically have to hunt down a specific target and kill him - while keeping yourself healthy (by eating, resting, etc.) You need to find the best weapon for the job (common ones such as axes or pool cues make an easy kill, but don't give much money), track down your target (you get a location update every 30 seconds), and commit the murder without being caught by security (e.g. using a weapon in front of too many passangers or being caught on film.)

The AI players are rather weak, which is to be expected from this style of gameplay - but they still teach the basics of the game. They search for items, explore the ship, and attack when they get the chance (sometimes a little early.)

There are a few things I would like to see improved:
- Elimination mode doesn't have a round timer, and currently requires all players to find their victims (or get killed). This results in long matches that causes players to become bored. One way things could be sped up would be increasing the player's needs during late gameplay (to force them to move more and be at vulnerable locations). Alternativly, the game could create elimination loops, where a group of players are assigned targets without waiting for the rest of the server.
- In my opinion, griefers remain on the server a bit longer than what should be expected. I can understand constantly being nailed by security, but if they are simply killing random players, it usually shows right away.

All in all, it's a good game, but don't yet feel convinced to buy it just yet.

Ack
11-05-2006, 01:51 PM
I played The Ship when it was created for Half-Life, and it sounds to me like there's some changes they made that don't work too well. For one, the match reset every time someone got their kill, and everyone's target reset after that. We stayed on a map(some of which were ok, some of which were horribly designed) for about fifteen to thirty minutes, and then would move to the next one. Also, weapons gave differing amounts of money based on how often they were used, not how common they were. It made the game interesting, and rather fun. I don't think I'd play it too often, though.

Sigma_7
11-06-2006, 12:12 AM
I played The Ship when it was created for Half-Life, and it sounds to me like there's some changes they made that don't work too well. For one, the match reset every time someone got their kill, and everyone's target reset after that. We stayed on a map(some of which were ok, some of which were horribly designed) for about fifteen to thirty minutes, and then would move to the next one. Also, weapons gave differing amounts of money based on how often they were used, not how common they were. It made the game interesting, and rather fun. I don't think I'd play it too often, though.

That's basically the ruleset for the ship works - the source version is basically the updated version, with support for better graphics and potentially larger maps.

The only issue is with some of the game modes - the "Elimination" one, although a good concept, didn't work out with the field test as the players were becoming a little impaitent. This is resolvable by adding a little polish (e.g. a "mini-round") to prevent players from being bored.

Ack
11-07-2006, 12:03 AM
Yeah. I found the best way to play the game was at LAN parties, so you know everyone around and can shout horrible things at them. Other than that, the game could have used a mini-round.