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impeller_demaria29 karma

We fully plan on creating secondary goals and splinter off side stories. In our stretch goals, we have the ability even to spin off single-player bonus missions, but that's pretty far away right now. As for cut-scene types of action, that's again something that requires more funding, it's not currently in the play, but we do plan on including at least one graphic novel and lots of fiction related the game as it goes forward through our website. Some players who do really well, might find themselves as part of those stories. Character development is trickier in a game like ours, but through our ancillary fiction, we hope to fully flesh out the fiction.

impeller_demaria24 karma

redmercuryvendor: That has been debated by the team, but there isn’t a set answer yet, due to many of the issues you’ve discussed. Between all the worlds of the solar system, few materials are all that rare, or could not potentially be mined extensively if a great enough demand existed. In the inner solar system, you can find fissionables and abundant metals; in the asteroid belt, you can find more abundant heavy metals; in the outer solar system, you have almost ubiquitous ices and hydrocarbons. Improved manufacturing technology only makes this more difficult because it allows creation of substances that could possibly be rare otherwise - in a world where bulk diamond is usable as a structural material (and current technology is only closing the gap between the industrial stones and the jewels), how useful would it be as a precious gem?

One of the main options our team most agrees with is using a form of digital currency, like bit-coin. That data can be beamed out facilitates use for an interplanetary economy, and though there is still lightspeed lag to deal with during distant transactions, it’s much easier than transporting the material between locations. Also, it probably comes as close as anything artificial gets to being limited by its design; this might actually pose a problem in a rapidly expanding economy (as the narrative suggests) when it must be divided into smaller and smaller units. This doesn’t mean it isn’t without major issues that have held us back from adopting it - for one, it’s still potentially hackable (if with enormous difficulty), and makes you dependent to some extent on whoever owns the network of servers keeping track of it. Granted, given that our story presumes corporations control everything, having stuff in the hands of one or two banks might not be undesirable.

impeller_demaria15 karma

I was a temporary Wonka when I was commissioned to write a novella of each of the first two Star Wars games and continued those fictions in the strategy guides. I invented the characters Keyan Farlander and Maarek Stele. I guess that's the extent of my wonkishness with Stat Wars though. :0

impeller_demaria9 karma

RobtertAPeterson: We have heard of Darth Plagueis the Wise. I'm not sure if there's more to your question, but in our narrative, we won't be using magical abilities like the Force or the Dark Side precisely, but we will be working with human nature and the deviousness of game designers and writer that we are. Expect some strange and twisted character, and unexpected transformations as our story unfolds, although keep in mind that players won't see these characters and transformations except in how they affect the way the battles take shape and who is involved in them. However, we plan on creating lots of fun fictional accounts of our story to give deeper understanding of what is going on in our behind-the-scenes world. For me, that's going to be the most fun.

impeller_demaria6 karma

Hi Gehroll. Yes, there will be mission briefings in the form of the contracts you sign as a mercenary. These will give you the basic mission parameters and the amount the mission pays. There may be changes in the mission primary or secondary missions during the battle. You'll be in communication through your DSS, which is your support system during flight. Currently, your after-mission summary will basically consist of how much money (credits) you gained and possible charges for repairs. And we want the hangar experience between missions to be very immersive and dynamic.