Where are the colonists ?
Need Lore please.
Where are the colonists ?
How many survived the 10,000years across space ?
How many died after arriving ?
How many are still in cryo from all of the vessels that made the journey?
Are the remainder of the awakened colonists all accounted for ?
What have the other colonists been doing before Miro and Ivan arrived ?
Why is it all such a mystery ?
Why have other colonists not made a friendly communication with Miro ?
Do the colonists not have a social network ?
Why are there no colony news update broadcasts ?
How do the colonists know what is going on ?
Do the colonists have a colony road map, a colony discord, and colony support services ?
Do the colonists have a stream update telling them when a new sector is completed ?
Why does Miro not have the Almagest internet ?
When will Ivan make a new contact with Miro with an update on his status and the Calypso's remaining passengers ?
Did Ivan get tired of nagging Miro ?
Will whinging become a form of vocal combat like the weirding device from Dune ?
I like this feedback
I am asking for lore now, because NPCs and Co-op is on route.
So some new lore would be a good thing.
A busy colony will require communications, and lore should be embedded occasionally in that communication.
I am asking for lore now, because NPCs and Co-op is on route.
So some new lore would be a good thing.
A busy colony will require communications, and lore should be embedded occasionally in that communication.
for the finished game; yes. but i prefer some QOL improvements for alpha/beta first.
for the finished game; yes. but i prefer some QOL improvements for alpha/beta first.
Lore in SE?
Lore SE (1 and 2) is inconsistent and poorly thought out, made up of very poor clichés in the worst tradition of space operettas (not even space operas).
Lore in SE?
Lore SE (1 and 2) is inconsistent and poorly thought out, made up of very poor clichés in the worst tradition of space operettas (not even space operas).
I find the “you’re the only one” story more appealing.
A space engineer arrives in a star system aboard a small ship, say, weighing 100 metric tons, because sending something larger on an interstellar journey at high speed is energetically unfeasible—an interstellar ship must not only be accelerated but also decelerated in the destination star system.
The acceleration and deceleration stages of an interstellar spacecraft are jettisoned to conserve energy and fuel, so that in the destination system, aside from the spacecraft itself, at most only the last jettisoned braking stage will remain. It might be found.
The mission is simple: survive, find a suitable planet, build an interstellar transmitter, begin terraforming, and finally build a stargate.
Exploration, resource gathering, and basically everything else is part of fulfilling the main objective.
There may be ruins and space wrecks—a previous attempt failed, and the space engineer perished, unable to respawn.
NPCs? ok...
The space engineer can create assistants—robots and androids. He may even have some on his ship; they kept the ship running during the long and tedious interstellar flight lasting decades, perhaps even centuries, while the engineer slept in a cryochamber. Or perhaps he didn’t exist at all and was only created upon arrival at the destination star system. After such a long time, the robots won’t be in “top condition,” and repairing them could be part of a side quest.
Colonists and similar nonsense will only appear once an interstellar ship arrives through the stargate.
I find the “you’re the only one” story more appealing.
A space engineer arrives in a star system aboard a small ship, say, weighing 100 metric tons, because sending something larger on an interstellar journey at high speed is energetically unfeasible—an interstellar ship must not only be accelerated but also decelerated in the destination star system.
The acceleration and deceleration stages of an interstellar spacecraft are jettisoned to conserve energy and fuel, so that in the destination system, aside from the spacecraft itself, at most only the last jettisoned braking stage will remain. It might be found.
The mission is simple: survive, find a suitable planet, build an interstellar transmitter, begin terraforming, and finally build a stargate.
Exploration, resource gathering, and basically everything else is part of fulfilling the main objective.
There may be ruins and space wrecks—a previous attempt failed, and the space engineer perished, unable to respawn.
NPCs? ok...
The space engineer can create assistants—robots and androids. He may even have some on his ship; they kept the ship running during the long and tedious interstellar flight lasting decades, perhaps even centuries, while the engineer slept in a cryochamber. Or perhaps he didn’t exist at all and was only created upon arrival at the destination star system. After such a long time, the robots won’t be in “top condition,” and repairing them could be part of a side quest.
Colonists and similar nonsense will only appear once an interstellar ship arrives through the stargate.
The world of the eldar scrolls has a monstrous amount of lore but it has been around for a looong time and has had books written to give more substance to the lore. The big difference is that it defines a series of games and and both the devs and the fans work on staying true to the known lore.
SE1 has very little consistency across scenarios and SE2 in starting in a whole new system with new planets, new moons, rings and drifts of asteroids. Almagest is too far removed, in time and distance, from the world of SE1 for any lore to cross over. Even so, if it is to be credible, and not just graffiti, someone needs to have a grand plan and to make sure that all lore (except for the graffiti) supports that plan.
The world of the eldar scrolls has a monstrous amount of lore but it has been around for a looong time and has had books written to give more substance to the lore. The big difference is that it defines a series of games and and both the devs and the fans work on staying true to the known lore.
SE1 has very little consistency across scenarios and SE2 in starting in a whole new system with new planets, new moons, rings and drifts of asteroids. Almagest is too far removed, in time and distance, from the world of SE1 for any lore to cross over. Even so, if it is to be credible, and not just graffiti, someone needs to have a grand plan and to make sure that all lore (except for the graffiti) supports that plan.
A few not so random thoughts. Note that all of this is dreaming of world where infinite resources are available.
We began with a framing story for the survival experience. If lore is going to work and be credible it needs to fit with the framing story. The random texts at game start contain some lore teasers that speak to the concept that people arrived long before the Calypso crashed into something near Verdure (although we have no clue how far the pod had to travel to get to its landing.
So we would like lore that is snippets of the history behind the earlier arrivals, named ships, named settlements, named factions, specific interactions between them.
We would like some evidence of these events, abandoned ruins, pits empty of all but the tiniest traces of ore (just enough to show what was there), rumours of bunkers containing experimental tech, libraries, battlefields and random monuments to the victors/successful leaders/captain of industry,
It would be cute to find bits of non-lore. Love letters, letters like the the one found at the 'Free Scrap' site, letters that show that people lived in the area but died or moved on. A fair share of the datapads found in SE1's 'Lost Colony' scenario are like this.
However, there does need to be a Loremaster at Keen to ensure that the story remains a story rather than a jumble a fragments of conflicting elements. And this is what I was trying to get at when I mentioned TES. Certainly different factions can have different backstories and different takes on the interactions between them. In fact this would open the Almagest to hosting limited campaigns to replay how he 'Red' team took out the 'Blue' bunker at Heartbreak Hill or in the Ferric Drift or ...
Basically if the Lore mentions an incident, someone could turn it into a playable scenario. Or, if someone comes up with an interesting scenario, it could spawn a batch of lore references while the creator tries to get it implemented.
There are lots of ways to have fun with this and we need more ways for the game to support having fun.
A few not so random thoughts. Note that all of this is dreaming of world where infinite resources are available.
We began with a framing story for the survival experience. If lore is going to work and be credible it needs to fit with the framing story. The random texts at game start contain some lore teasers that speak to the concept that people arrived long before the Calypso crashed into something near Verdure (although we have no clue how far the pod had to travel to get to its landing.
So we would like lore that is snippets of the history behind the earlier arrivals, named ships, named settlements, named factions, specific interactions between them.
We would like some evidence of these events, abandoned ruins, pits empty of all but the tiniest traces of ore (just enough to show what was there), rumours of bunkers containing experimental tech, libraries, battlefields and random monuments to the victors/successful leaders/captain of industry,
It would be cute to find bits of non-lore. Love letters, letters like the the one found at the 'Free Scrap' site, letters that show that people lived in the area but died or moved on. A fair share of the datapads found in SE1's 'Lost Colony' scenario are like this.
However, there does need to be a Loremaster at Keen to ensure that the story remains a story rather than a jumble a fragments of conflicting elements. And this is what I was trying to get at when I mentioned TES. Certainly different factions can have different backstories and different takes on the interactions between them. In fact this would open the Almagest to hosting limited campaigns to replay how he 'Red' team took out the 'Blue' bunker at Heartbreak Hill or in the Ferric Drift or ...
Basically if the Lore mentions an incident, someone could turn it into a playable scenario. Or, if someone comes up with an interesting scenario, it could spawn a batch of lore references while the creator tries to get it implemented.
There are lots of ways to have fun with this and we need more ways for the game to support having fun.
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