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RE: Discussion: Storyline, Background, Narrative

Posted: Mon Feb 27, 2012 8:26 pm
by robn

ollobrain wrote:
Brianetta is always a bit hostile towards the civ element of the game

Quote:
I think the cost of new colonies needs to be technology and materials delivery and perhaps colony passanger craft missions could be tied in some how.
Actually the entire development team are pretty much in agreement that Pioneer will never be about colonising the galaxy. As a player you are merely a tiny dot against the background of galaxy and the players within it. Brianetta's push back against you on the topic is simply a result of that consensus from the developers.You have two options if you want a space game where you colonise things: write the code yourself and contribute it to Pioneer, or find another game. Going on about it in this forum just makes it look like you don't know how to listen, which is not a useful reputation to carry if you're hoping to be taken seriously.

RE: Discussion: Storyline, Background, Narrative

Posted: Tue Feb 28, 2012 12:06 pm
by pixelmasochist
Just chipping in some ideas of my own here. Possibly grabbed from Frontier itself...I am 100% behind the facelessness of the game in that you are a mere spec of dust. I do feel that some faction alligiance is great, provided there are consequences. E.G. You have spent a considerable amount of time buddying up with Faction A who do not like faction B. Because you have buddied up with Faction A, Faction B want you dead. If you approach Faction B space you are asking for trouble, this could make assasination missions both difficult and challenging, but could also open up for faction only weapons and gear or perhaps protoype testing.There's a hell of a lot to explore without making any noticable changes to the game environment via missions etcetera. Remember in Frontier when you needed a pass to be able to get to certain sectors, that could be mission gained or illegally purchased from the black market; and as this doesn't seem to be going any where near multiplayer, balancing issues wont be so strenuous. You could go so far as having class specific items. As an example there could be a mission that's assasination based, you need to infiltrate the opposing factions strong hold to kill your target, the faction hate you enough to kill on site. There could either be some form of cloacking device that lasts longer for smaller lesser shilded ships or would be pontless to use on a bigger ship as it would only last milliseconds. A way around that would be to purchase a ship identity fraud kit so you could fake your signature, but if you get spotted you're boned.This is all assasination based stuff (mostly), but my brain goes that way (:

RE: Discussion: Storyline, Background, Narrative

Posted: Tue Feb 28, 2012 12:46 pm
by Guest
It is not difficult. Elite, Frontier and now Pioneer are a kind of adventure, commercial space simulators based primary on exploration, trade, combat, and not based on the X universe branch ( at least for now ) exploration, trade, combat , construction.On this, Pioneer is more similar to Freelancer, or Independence war 2 and I agree this state of things.Money to Explore vs money to make a factory Imperium or Urban Imperium, which is the state of gameplay were a X universe player leave the play considering he has achieved all the game can offer.If some day Pioneer changes, Although I am not interested, It can be a good thing, who knows, but The concept is that for now The spirit of elite is interesting enough to keep the way.Greetings

RE: Discussion: Storyline, Background, Narrative

Posted: Tue Feb 28, 2012 4:43 pm
by ollobrain
explore trade shoot are the main focal points.Factional standings are something that are easily done and mostly done by the looks