player identity
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Well, we'll find out soon enough (or at least get more pieces to the puzzle) once version 1.0 comes out with the expanded heretic system.
(shpOrder gPlayership 'barrelRoll)
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- Closed Account
- Posts: 136
- Joined: Wed Jul 12, 2006 7:49 pm
There's some hints in the visions you get from the Huari that seem to indicate that the Iocrym ship may be serving as a kind of trip-wire. Very interesting.
I also like the explanation for why the Sung keep slaves. I thought it was odd that such an advanced society would practice slavery, but it all makes sense now.
I also like the explanation for why the Sung keep slaves. I thought it was odd that such an advanced society would practice slavery, but it all makes sense now.
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- Commonwealth Pilot
- Posts: 56
- Joined: Fri Aug 18, 2006 11:19 pm
I quite firmly believe that the main character should be whoever you want (I prefer to imagine him as a rich, but very skilled, jerk who one day decided to blast a path to the core) and can have whatever attitude you want.
As such I've removed his home station from the first system and rewritten some of the dialog. There is absolutely NOTHING I hate more than someone trying to define my character for me!
As such I've removed his home station from the first system and rewritten some of the dialog. There is absolutely NOTHING I hate more than someone trying to define my character for me!

- Aeonic
- Militia Commander
- Posts: 469
- Joined: Sun Jun 14, 2009 1:05 am
- Location: Designing his dream ship.
I find the compulsion kind of hard to believe since, as a player, I'm not compelled. I'd be very compelled in a situation where I needed to protect or save people that I loved. As a player, if I had to journey somewhere to save my close friends or family, either by retrieving them or by stopping something terrible that could harm them, I'd be much more compelled.Clear Air Turbulence wrote:As a person with a family (wife and three kids), I find the compulsion element very spooky and emotionally powerful. What kind of compulsion could drive me to leave behind my family? It's not something impossible to imagine (e.g. I would gladly do it if I felt it would protect them from harm), but it does make your quest to reach the core more meaningful.
If as a player I had gone to visit Domina for some reason only to find that my family is threatened by some immanent danger that can only be stopped at the core, I'd have some incentive to journey there and stop it. However, unless time was of the essence which it doesn't seem to be in this game, I'd probably stop to visit my family, explain why I'm leaving, make sure they'll be taken care of while I'm gone, and say my goodbyes.
Now if my family were being taken to the core where they were in danger and I had to go there and rescue them, boy, I'd be there in a hurry.
And judging from my play-through as a Hornet, it doesn't take very long to get to to Heretic when you have an incentive (that being "run! run!").
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.


Maybe that's something we'l find out in V1.0? Or maybe later ones?Fatboy wrote:This doesn't really have to do with the "player" but what is that data ROM you get in Arco Vaughn's box habitat for?

Mischievous local moderator. She/Her pronouns.