Hey everybody, I'm working on expanding the run generator and I have a few questions!
- Files within Nodes. Keep it the way it is, with a list to manually look through? Or change the list to a simple graphic, and instead of looking manually, you can run a search from the Root Access? Changing this could allow for future expansion of this mechanic, such as Search Programs, Perks, Traps, and Pay Data files. However changing this would ultimately make all the datastore nodes very similar, with no real functional difference between them.
- Contract Specifics. Do you feel that having the specifics of a contract matter? For example: Instead of being asked to "Hack into the Confidential Files node, and recover a the Personnel File for Hugo Ramirez", you are instead asked to "Hack into the Confidential Files node and recover a copy of file 162965e". The first way is certainly more immersive, but there are only so many generic names in the generator so after a while the immersion might break down. The second way is a lot easier for replication, as I can just randomly generate file names every time.
- Contract Complexity. Do you prefer these smaller, easier to digest runs? They are straight-forward, and if you get defeated or have to quit suddenly, it's no real pain to start again. The alternative would be jobs that take longer to complete, pay more, and have more steps involved. For example, you are hired to recover file 162965e from the Confidential files of Hosaku Industries. Instead of simply getting to access the System, you would first need to locate the system, and then find a way to access it (if it's not public access), locate the target node, and searching for the file. Think of the new idea as a well planned burglary instead of a straight forward smash-and-grab.
- System Layout. Do you prefer the mult-tier systems with the grav-lifts or the one-level systems such as the Hospital, or City Hall.
- System Design. Kind of an extension of the above question. Do you like the simple "dungeon" design with hallways connecting nodes acting like rooms. Easy to navigate, hard to get lost. Or would you prefer a more open-concept design, with a dash of exploration thrown in? Gravity doesn't technically exist within cyberspace. I could have the nodes just floating around in space and the player just fly everywhere instead. Maybe I could model Net Systems after solar systems with the CPU as the sun and the lower level node farther out... hmm now I'm just rambling.
Let me know what you guys think!
