Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,024
The Codex has spoken, so it's official (but we might tweak the logo a bit).Is it official or proof of concept?
The Codex has spoken, so it's official (but we might tweak the logo a bit).Is it official or proof of concept?
Gah, it'll be fine.Vault Dweller I urge you to reconsider. For your game to have any amount of success you need to attract customers who aren't Codexers. And if someone who's never heard of Iron Tower Studios is browsing the Steam store and sees Colony Ship: A Post-Earth Roleplaying Game, he's not going to give it a second look because a bland title implies a bland game.
Nobody's browsing game stores anymore.Vault Dweller I urge you to reconsider. For your game to have any amount of success you need to attract customers who aren't Codexers. And if someone who's never heard of Iron Tower Studios is browsing the Steam store and sees Colony Ship: A Post-Earth Roleplaying Game, he's not going to give it a second look because a bland title implies a bland game.
Nobody's browsing game stores anymore.Vault Dweller I urge you to reconsider. For your game to have any amount of success you need to attract customers who aren't Codexers. And if someone who's never heard of Iron Tower Studios is browsing the Steam store and sees Colony Ship: A Post-Earth Roleplaying Game, he's not going to give it a second look because a bland title implies a bland game.
Let it go.Vault Dweller I urge you to reconsider.
I suspect that they offer games that have similar popular user-defined tags. For instance, the user tags for AoD contain "RPG" and "turn-based combat", so Steam willHow do featuring recommended offers work on Steam front page? Y'know, you played this game, so you might like this game. Can you influence the order in which Colony Ship can appear there?
Restricting hard-earned loot isn't the right solution, imo. What we need are good money sinks that would both relieve your character from extra cash and give you a reason to want to earn more money. Skill trainers might be the best way to handle it.Vault Dweller Can’t you make players poorer? It should be obvious by now that loot ruins balance and resource management because it showers the player with weapons and money. The loot should be diminished to a certain extent to ensure that the game remains challenging until the end.
Nobody charged money for training before the mutiny, but access to such machines was regulated. Combat skills were restricted for obvious reasons. Now you pay for access. Each session doesn't raise the selected skill by 1 but grants you X amount of 'learning points' in that skill (i.e. xp toward the next level).I wonder who came up with a bright idea to charge people some kind of money for skill training... on a generations colony ship...
That's why nobody will mind "Black Geyser in Space". Or better: "Vince D. Weller's Black Geyser in Space".Nobody's browsing game stores anymore.Vault Dweller I urge you to reconsider. For your game to have any amount of success you need to attract customers who aren't Codexers. And if someone who's never heard of Iron Tower Studios is browsing the Steam store and sees Colony Ship: A Post-Earth Roleplaying Game, he's not going to give it a second look because a bland title implies a bland game.
Nobody charged money for training before the mutiny, but access to such machines was regulated. Combat skills were restricted for obvious reasons. Now you pay for access. Each session doesn't raise the selected skill by 1 but grants you X amount of 'learning points' in that skill (i.e. xp toward the next level).
To do what, exactly? The crew had full access, the 'civilians' whose main job was to have a regulated number of kids and keep them in line didn't. They were given training in their fields but they couldn't become masters of all trades and couldn't access combat training.Why would it be regulated? On such an expedition you need as much skillful personnel as possible, as fast as possible.
To take care of the ship, unless it was a magical ship - and to replace the crew, unless they were magical immortal leprechauns.
To manage and maintain the society and so make sure the goals of the mission dont get lost after a generation or two. Obviously.
During and after the mutiny and destruction it caused the need for skilled troops and people with all kinds of knowledge would only increase - since a lot of them died. Especially so if conditions got to some kind of post-apocalypse which is apparently caused by loss of knowledge.
If the monks had the full access later, then they would either prevent others from getting it - to survive, or take over completely and then prevent access to remain in control.
OR they would be subjugated by any of the factions, which would then become rulers of the ship. Thats the first obvious fucking thing i would do if i was there and i dont think you need to be a genius to figure that out. Stealth, bribery, blackmail, kidnapping, torture.
The recipe is old and well known and especially easy to reach for in desperate times.
If magic should be deeply embedded into settings it exists in, if teleporters should be used for more then easy trips to the traders and back to dungeons then learning machines, in a generation ship where society reverted back to some sort of pre-technological stage, should be too.
Mind you, im not arguing it should be changed. Im just bored, and ill leave it to readers to imagine just how bored i am when i come here to waste time, but i argue purely for logic and Science Fiction sake.
Also, what do all those monsters eat!?
- edit,
umm, ok thats another thread but all the same.
Additionally, dont such machines degenerate gameplay by allowing players to buy xp/skill points instead of earning it the old school way? Sure, sure, the player will still have to play but that necessitates balancing such bought xp with earned xp lest it degenerates the whole game. Great idea. Gets better and better the more one thinks about it.
Maybe you should employ the inxile design of non thinking as a requirement to enjoy the game. Burn!
I guess you didnt even see what i said above. Cognitive dissonance is a wonderful thing.The crew kept everything running, the passengers were human livestock.
So... they control the ship and everyone in it? You cant be that fucking stupid. right?Post mutiny, the monks are the heavily augmented successors to the crew, they control and maintain the life support system.
So they can’t take over the rest of the ship. The monks are based in the heart of the Environmental Control and Life Support System.
What happened to these 5 "A-list" names? Did they ever get mentioned? I didn't read the whole thread. Surprised that something off the "B-list" got set in stone as the final decision.The poll doesn't list 5 names I love so much that I just can't pick one. It lists different suggestions and we'd like to get some feedback before we continue internal discussions.
You misunderstood his post. Read it again.What happened to these 5 "A-list" names? Did they ever get mentioned? I didn't read the whole thread. Surprised that something off the "B-list" got set in stone as the final decision.