![]() ![]() So you have to go to the storage level and get the herbicide and then use it in that area. ![]() It seems to me that you have to sneak or blast your way through many insects in order to get into the centre itself, from where you have to sneak or blast your way through many insects in order to discover a grown-over console that needs to be herbicided in order to use. So it's pretty clever as it is now: you can find the manhole exit point, and from there deduce where the pirate base (and maybe prison) is.īut what if finding the island manhole exit was even trickier, and the reward is you just get to quickly snatch the professor and get out? Since there are so many perception helpers in Expedition (the colony jelly stuff), I feel that the game encourages such an approach. If you are being clever, you will explore areas near the pirates in order to find a landing site, and that island is on the way from the expedition base. ![]() What if the hidden doorway on the manhole island was harder to discover, and you had to use all the perception aid that you could? But if you found it, you could just enter that way? Or is that too easy? ![]() But you can't climb up the manhole until it is opened from above. You can find the manhole exit by exploring the island it exits onto, and using high perception. Of course, you can land on the shore and sneak your way into the prison and escape through the manhole. I'm finding that in certain Expedition quests, there's too much of a brute-force approach or lengthy sneaking that is encouraged, instead of razor-like simplicity for intuitive players.įor example, in the quest to rescue Professor Oldfield, a smart character not strong enough to take on the pirates may wish to look for backdoors into the hideout. I'm only partway through Expedition, but I think that there might have been some opportunities to improve or diversify quest design for characters who explore and are paying attention. ![]()
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