If we had an army of character artists and art interns, I might agree with you. With one animator and limited budget on concept art, going for something "too deep" would be a mistake.If you are going by that logic there is no reason for them to look humanoid at all.
Or even be mammals of some kind. But, yeah, thats too deep.
The way I see it, we (humans) need and develop muscles because that's our primary way of interacting with the world: carry, push, climb, run, throw, lift, chop, build, etc. We're all about tools (and we're nothing without them) and tools require muscles to wield them efficiently, be it an axe, saw, or hammer. The aliens will rely on psionic abilities to interact with the world so their physique will be noticeably different. Nobody will mistake them for humans.
All kinds of things. Psionics shouldn't be the way they fight but the way they live, so their entire society should be built around psionics. At least that's the goal here.You had mentioned that the aliens use their priests to focus the psionics of their populace and weaponize it into some very powerful feats. Other than mind control/manipulation and telekinesis, what else would it entail?
Traditionally, psionics aren't limited to abilities that affect minds but also include abilities to affect matter such as pyrokinesis (remember that Firestarter book/movie?), cryokinesis, electrokinesis, ergokinesis (GURPS loads it with data-manipulation abilities like nethacking, remote control, data retrieval, etc), teleportation, etc.I would imagine that, assuming the humans are capable of constructing drones/robots, that they at least would be immune to those mind-affecting powers.
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.
Same goes for the natives: they too need some time to process the new threat which requires some victories and losses. We can't have massive battles in RPGs (at least we can't), so it best to skip it and start the game long after the dust settles.
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.
If we had an army of character artists and art interns, I might agree with you. With one animator and limited budget on concept art, going for something "too deep" would be a mistake.
One animator and limited budget can do this but cant do logically consistent form of life.include abilities to affect matter such as pyrokinesis (remember that Firestarter book/movie?), cryokinesis, electrokinesis, ergokinesis (GURPS loads it with data-manipulation abilities like nethacking, remote control, data retrieval, etc), teleportation, etc.
Logically, if the probe can still transmit, so can the ship.
Colony Rats: surviving the first days after the landing as a resource-starved colonist accidentally separated from the crashed mothership! Your $9.99 goes towards funds for the Colony Ship sequel.