I found it strange that we are forced to abandon our injured brother and the ship.

The Meanie shared this feedback 24 hours ago
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A moderator on steam recommended that I link this here (or maybe it's just his signature?).


https://steamcommunity.com/app/1133870/discussions/0/833873260863113878/?tscn=1779374247


I enjoyed the story quite a bit!

But I found it strange that we are forced to abandon our injured brother and the ship full of people we were responsible for? I'd rather there be some kind of tag that the story is in development and we've caught up to the last mission rather than imply that the story ends with abandoning the ship to goof off.


Copying additional comments from the thread below for context, feel free to skip.


Comment 1: I'm also a fond of the suggestions to make the left-behind brother more of an older brother kind of person who reassures you and guides you through how to do things rather than one that constantly complains even when they know full well that the current division of labor is entirely necessary. You can of course keep some sibling relationship in that he roasts you a bit, but still guides you in the difficult situations - as opposed to constant complaining for no reason.


Now, if we are meant to be a deeply flawed butthole character from the start that grows as a person... I'm not sure how well that plays into such a freeform game where the player is meant to be able to go wherever they like and project themselves into the character. Maybe they want to stay true to their perceived responsibility rather than goof of in a life or death situation?


Our sibling complaining if we actually choose to abandon him when we could have come back with for example medical supplies and repair components is of course much more justified, but until that point it seems like our sibling is complaining about nothing.


Comment 2: I'm also personally partial to making it a brother-sister pair as some have suggested in the forums, whichever one we don't pick being the one that gets injured.


Comment 3:


I don't mean that the brother who stayed behind isn't also a bit insufferable, nor do I mean that our character abandons them in the beginning.


The moment of abandonment I was speaking of was before the first contract mission, but also again after its completion. That is the moment you would expect the player to bring the first shipment of supplies to the colony ship. If nothing else so that our brother can at least remote pilot a welding-grinding ship and a mining ship so that he can start the work or nudge the ship into orbit around a more resource rich asteroid by using a hydrogen ship as a tugboat.


That we are missing the coordinates for the ship we just left minutes ago seems a bit absurd and like a pretty weak reason for a space engineer of any sort. Even if all antenna and beacons and the ability to transmit coordinates are down, the ability to talk to each other should be plenty to pin down where each of us are in relation to each other by observing the stars and the movement of the planets.


Or if nothing else we should also be able to triangulate where the comms signal that is transferring our verbal communication is coming from. Or its rough distance based on signal strength.


Note that I don't expect that we get any mechanical benefit from helping the colonists out, but after reaching the trade station or at least after completing the first mission I would really rather prefer if we were given the option to go visit the colony ship and give them some of the basics at minimum.


Even if there is no reward for doing so save the knowledge that we didn't ditch the colony ship and your whiny brother when we could have merely because we wanted to go off gallivanting with the weak excuse that we don't have enough resources (how much do you need to get the colony ship started? The hydrogen ship has landing gear, it can act as a tugboat and bring it to a richer asteroid) and don't know where the ship you just left is anymore.

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