So about that inhabited Generationship

Why is it just an empty Shell of "could be content" again? Why do i not have at least 2 Buttons on my left panel where i can respond with either: "Help is here, what do you need?" Resulting in a Quest-type Mission where they tell you what they want and you get it for them, OR: "Give me a portion of your Cargo or die" Resulting in the ship becoming hostile or anything really.

It is, yet again, a "see once and forget" type of thing wich is really sad.
 
Think of the situation from their point of view.

They have been all alone for centuries, having to rely on each other, not knowing what has happened to humanity. Suddenly the find their ship, their entire world, surrounded by hundreds of ships, some flying too close for comfort, some dropping containers of god knows what around their home. They can interpret our radio signals and all they hear is calls about nuking the lot of them, they are all contaminated, they deserve to reduced to atoms.

And you still wonder why they won't say hello …...
 
Think of the situation from their point of view.

They have been all alone for centuries, having to rely on each other, not knowing what has happened to humanity. Suddenly the find their ship, their entire world, surrounded by hundreds of ships,

Well, when reaching out for help, you should probably respond when possible helpers arrive :unsure:
 
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Like i said in the other thread on this ship, what they want doesnt matter. They will be getting off that ship simply cause it's old tech, they admitted they can't sterlize something that big anymore, and it's a giant beacon for slavers if we just give them supply and medicine and let them be since it's a Generation ship, not a capital ship, and has no weapons. It's a slavers delight to board that ship and enslave everyone.

Their best choice is, since it's their ship, join modern society. Once that's done, sell the ship either as a tourism spot or museum piece, and if they want, buy a new modern megaship with all modern tech, medicine, galaxy map, crop techniques for long term flights, and even an FSD. Plus weapon capability and likely a fighter bay to defend against slavers should they wish to go back to their isolationist life. Plus they'll be informed of threats that can come from nowhere such as Thargoids and Guardians. Like it or not their choice is to live and at least be part time in modern life, or go on their way and be doomed to enslavement from a skilled pirate/slaver.
 
Deliver millions of tons of medicines/pesticides to the new Gen Ship to fix their problems! Engaging Gameplay!
Is it really that difficult to design interactive content that has something for everyone?

A generation ship has so much to offer: resource shortage, need for technology update, humanitarian crisis, sabotage, political/social issues, etc. It's a complex, tiny world drifting through space with plenty of different opportunities to introduce a variety of missions. It shouldn't provide just one type of "bring me x tons of this stuff" missions.

If there is one limitation here, it's lack of creativity. There, I said it.
 
Two things. First, I think this is just the beginning and there is more stuff to come. Second, well they have to make do with what the game mechanics currently allow.

The game mechanics currently allow basic decision making in the comms panel (see conflict zones and all scenarios) it also allows the granting of missions on the fly, in space.

So, they -could- have made the ship send out a message (as with black box scenarios) give you two possible responses (yes or no to helping etc) and then give you a mission to go get something, or scan part of their ship (They need the info to keep a faulty system running) or pick up something that fell out of the airlock. They also have (had?) Type 9s which would take specific items from your cargo when you got within range of them - there are also limpets which can pick things up, and deliver them to cargo hatchs - so, when you got this thing that fell out of the airlock, or delivered the goods they needed, they -could- have used those mechanics to take the cargo from your ship.

Just saying.
 
The game mechanics currently allow basic decision making in the comms panel (see conflict zones and all scenarios) it also allows the granting of missions on the fly, in space.

So, they -could- have made the ship send out a message (as with black box scenarios) give you two possible responses (yes or no to helping etc) and then give you a mission to go get something, or scan part of their ship (They need the info to keep a faulty system running) or pick up something that fell out of the airlock. They also have (had?) Type 9s which would take specific items from your cargo when you got within range of them - there are also limpets which can pick things up, and deliver them to cargo hatchs - so, when you got this thing that fell out of the airlock, or delivered the goods they needed, they -could- have used those mechanics to take the cargo from your ship.

Just saying.

Oops, I forgot the third thing. It must involve an absolute minimum amount of man-hours. :p

Because compared to the 2020 team, the 2019 team is apparently barely big enough to support the game.
 
Seed content for the next II which is coming before Christmas, I guess?

My vote for it to, after a few CGs to deliver goods and services, maybe cure an outbreak on board as well, that a pirate faction moves in to enslave the occupants of the ship, and there's a war to attempt to repel them. In that final phase, there's only one CG for the conflict which supports the pirates. Would be a neat twist.
 
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Why do i not have at least 2 Buttons on my left panel where i can respond with either: "Help is here, what do you need?"

I think the Generation Ship herself is not currently communicating.

I don't know where she is ... is she in Federal, Imperial or uncontrolled space? You'd hope any major faction involved would request assistance to fight off pirate attacks until such time as diseases aboard can be quarantined though.

TLDR: +1
 
Is it really that difficult to design interactive content that has something for everyone?
Yes actually.

If I do a series of actions which cause the inhabitants to be cured and they go back to their life of isolation, you do a series of actions which cause the majority (if not all) of inhabitants to abandon the generation ship, someone else does a series of actions which kill half the people on board, and another commander does a series of actions which cause the generation ship to explode killing everyone on board, what is the final result? You can't have all 4 opposing scenarios in a multiplayer game, there has to be one final outcome.
 
[...] what is the final result? You can't have all 4 opposing scenarios in a multiplayer game, there has to be one final outcome.

How does one final outcome collide with opposing goals? And why does there have to be only one single path leading to that outcome?

Just because one group of players is aiming for a specific outcome, doesn't mean they will get there if opposing forces are trying to achieve something else.

With four different missions/scenarios (as an example; there could be less or more), each group would have to try to achieve their mission objective - not only by trying to "win", but also by trying to sabotage the others. Suddenly, it's not just about doing something specific without giving it much thought - now, strategy is involved, as well as risks and possible failure.

Designing dynamic content isn't really a revolutionary idea - plenty of MMOs are doing it (or at least try to).
 
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