deuxhero
Arcane
Did you consider asking the publisher about translation? With the right deal it seems like the only thing that would cost is some royalties on sales you wouldn't get anyway.
Ahem...
IF the ship was not designed to land... then it cannot land and will in fact fall apart, explode and disintegrate during any such attempt.
Wasnt that considered before the colonists got onto the ship and blasted away? You know, landing on some world once they got there? Has anyone thought about that?
Also, if precision landing is "out of the questions"... then how can it land near some a site with water and raw materials?
Does the ship have any means of reconnoitering and studying the planet surface from distance, before it tries to "land"? Especially considering its internal problems and strife?
If not - say goodbye to landing near any such nice site.
Whats the land to ocean surface ratio there? Wanna fall into the ocean maybe? Any different climates? Nah? Just... arid?
Now, if this was me i would use precisely these impending problems as gameplay objectives with very delayed consequences during the first game.
It doesnt have to be anything too complicated.
If player aligned with this faction and managed to repair or construct some telescopes - then in the sequel the ship could land near a prosperous site because it would have something to discover them with before landing.
If he aligned with that faction then some sort of things could be achieved to prevent disintegration during atmospheric entry. Like i dunno... building a giant atmosphere entry heat shields.
Or some sort of propulsion that will prevent it from just smacking into the planet and leaving a nice crater.
IF not - well then only some parts of the ship survived the "fall" and the player start well off away from a good site with much less starting resources and numbers of colonists. In which case you need to get everyone to such a site and set up shop.
Mix and combine as it fits. Doesnt have to be faction allegiance at all.
edit: This would also remove the drudgery of pointless existence and meaningless gameplay in the first game, so i guess its off!
In the next game this can be started through now usual import of the saves from previous game, or just by choosing from starting slides.
Not that i know anything about anything.
Lets just have a fucking freighter land on a planet despite not being built to land on planets, flying blind right onto a well watered and mineral/materials rich spot - by accident! It was just lucky.
And the planet also has human breathable atmosphere, no helmets and air needed. And biology-chemistry-food is just right for humans and the first time anyone sees a dick snake they should try to touch it!
Well, in my game you would all survive on Martian potatos for a long time and you would be required to contribute to the... agricultural efforts every day.
First game ever, especially an RPG in which you would have to poop to advance the plot!
- Finally something to make constitution a worthy stat.
Also... you would get extra reputation points for contributing extra... effort, and reputation penalties if you contribute too little.
Im trademarking this shit! Nobody touch it!
Also, alright Goral, sorry about that... but when some things start to repeat themselves i just run out of other things to say.
-... Im going to regret this, arent i?
But what if you *don't* have to use a completely different system at all? Dun dun dunThe Inquisition RPG would call for a completely different system and, most importantly, it will be very heavy on unique character models (demons and such).
Would your choices matter more if the Ship fails to land? Anyway, while I don't see a problem with taking one of the endings and building a sequel around it (kinda like one of the possible futures, not "here is what actually happened"), we haven't made any decisions as we aren't working on the game yet.This update is actually one huge spoiler! Should be in spoiler tags. Vault Dweller reveals that the Colony Ship will do just fine in the first game and be able to land and establish a colony. So what's even the point of playing Colony Ship 1 if I already know the official ending? Does my choices matter?
Then we're back to square one. It has to be different.But what if you *don't* have to use a completely different system at all? Dun dun dun
Curious about those years. So the aliens just allowed the colonists to set up shop on the planet? Or did the humans use tech from the ship to carve out a spot for themselves and keep the natives at bay?the game will take place 40-50 years after the landing
Allowed is a strong word. The colonists' tech isn't enough to conquer the planet or push back the natives westward expansion style but it's enough to establish a small foothold, at least until the natives' city-states unite to wipe them out. A series of early conflicts would be inevitable until both sides realize they've underestimated each other and pull back to regroup.Curious about those years. So the aliens just allowed the colonists to set up shop on the planet? Or did the humans use tech from the ship to carve out a spot for themselves and keep the natives at bay?the game will take place 40-50 years after the landing
Allowed is a strong word. The colonists' tech isn't enough to conquer the planet or push back the natives westward expansion style but it's enough to establish a small foothold, at least until the natives' city-states unite to wipe them out. A series of early conflicts would be inevitable until both sides realize they've underestimated each other and pull back to regroup.
The other approach is confronting humans with things that are truly alien and sometimes even incomprehensible and then exploring how humans would deal with all that and how would that affect humans. Like Lem and Brothers Strugacky did, for example.
But there are also examples of humans interacting with alien beings which are different then humans and not just some extreme of the human psyche, yet not completely incomprehensible.
I hope you’ll take some inspiration from C.J. Cherryh’s Foreigner books.
Vince persuaded me that his mind works differently from mine -- this is less the allure of a future project drawing him off the hard work of a current project and more a matter of making sure his subconscious is doing preproduction on the right thing
The problem with a multi-ship setting is that it's a different setting. Who’d launch and most importantly pay for an undertaking that costs so much yet delivers so little? Even if Earth were overpopulated, launching a ship to Proxima Centauri – a flight that would take hundreds of years – solves zero problems and thus gets zero cash. Thus, it would have to be a private enterprise with a pinch of religious zealotry and I don't see them paying for a fleet.
What would it give you though?Vault Dweller Right, but maybe there could be crashed interstellar probe?
Which is why it has to land.Also, just pure theorization, about ship landing - even if ship can't land, theoretically you can salvage it, and without shuttles or similiar small ships, all you need is orbital lift, which require of course really high level of technology.
Let's assume it can land once (being properly outfitted for such a landing back in Earth orbit), taking damage in the process. We aren't talking about such ships being able to easily land and take-off.Honestly, I don't understand, how such huge ship can land on planet, but let assume it can.
What would it give you though?
Believe it or not, that was the plan.The colony ship would obviously be retrofitted or designed for landing, and that and the mapping of planet surface can be excused by the "computer did it!".
Naturally and logically even before voyage started a planet fit to support human form of life would be chosen in advance.
Damage during landing then would be supported by the regression of humans into semi-barbarity during the voyage, yet the still functioning ship systems could pull it off sufficiently enough that some people survive.
And presto - you have your human colony without any special advanced knowledge or advanced technology starting a new life.
Wouldn't that be the ship itself?What would it give you though?
At least some continuity from previous game. I mean, even if you won't get anything metarial form it, it will give nice feeling - heh, it's thing from first game, from old world.
Logically, if the probe can still transmit, so can the ship.Othewise, it's a messenger from an Earth, who still watching you - could create a pretext or a hint of a further conflict with Earth, as every colony fought for their independence.
It might make a good survival game but we prefer faction-centric games. We need to reshuffle the old factions the player is already familiar with, which requires a chain of events to unfold, plus internal and external problems which also take time to emerge. Logically, the alien threat will unite the colonists and the factions but only at first. Since the threat is existential and can't be easily overcome, new ways to handle it would emerge which will start driving the factions apart and creating new ones. This process would take a couple of decades as such things won't happen overnight.Also, seems a shame to skip the landing too.
Surviving through those first days, scavenging the ship and surrounding land, slowly building first settlement and experiencing first contact are very fertile ground for interesting gameplay.
It keeps things simple but at the same time very significant.
Plus, both sides need to develop some kinda counters to each other's strengths: the colonists would create gear protecting the mind (there's already this tech in the game - mental resistance has been a helmet stat from day one, but it's rudimentary), which would force the natives to find new ways to overcome it; the natives would come up with better shields and armor, which will give the player new materials and equipment. Plus, we'll need human psi-mutants which too takes time.
Yes, of course. As I said on the Watch:Plus, both sides need to develop some kinda counters to each other's strengths: the colonists would create gear protecting the mind (there's already this tech in the game - mental resistance has been a helmet stat from day one, but it's rudimentary), which would force the natives to find new ways to overcome it; the natives would come up with better shields and armor, which will give the player new materials and equipment. Plus, we'll need human psi-mutants which too takes time.
Just a thought, but I imagine that a race of psionic beings that have evolved to do physical work with those powers rather than their bodies/tools would also not be as physically hardy as humans.