Q+A Madness - September 2018
Hey everyone!
I realised that it has been a few months since I've done a Q+A/ama thread, so I'm going to open this up for fast n' furious question time until 23:59 Sunday night! Ask away!
I realised that it has been a few months since I've done a Q+A/ama thread, so I'm going to open this up for fast n' furious question time until 23:59 Sunday night! Ask away!
7
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Comments
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
What programming language is Starmourn written in?
Will large player-defined organizations be more fluid and able to affect the world of Starmourn more readily? e.g. A large band of players decide to split off from a city because of x, y, and z reasons; and are able to form a legitimate and functional home elsewhere, complete with NPCs.
How customizable will not only a ship's appearance be, but also its internal layout, and its functionality? Will mods simply affect stats, or will they be capable of much more?
(I'm sure I'll think of more, but I'll stop here for now.)
2) Potentially! We're always receptive to assisting with player driven roleplay as much as we can, assuming it fits within our vision and plans, and would be something that actually helps the game. If, say, our faction numbers are ridiculously high, and the game could support another one, we would definitely look at player-led threads in existence and weave those into the overall narrative as much as we can. On the other hand, we'd not likely add a faction and further spread out the population out if they already felt underpopulated - that'd just exacerbate the problem.
3) Ship layouts are customisable, with the ship owners being able to add more rooms to their ship via the "refit" system. The amount of rooms you can build is tied to the size of your ship's superstructure though, so you can't have a TARDIS-like mansion inside a small interceptor class ship.
4) Ship Mods vary dramatically, they range from weapon modules (cannons/missiles/mines etc), through to extra cargo space or refit rooms, to stat boosts, general utility additions, as well as linked modules that you combine with other modules or ship components for additional effect.
Of course, now I'm re-thinking Song at all because of the slavery thing, but that's beside the point.
I am just wondering, what would the login screen look like? for us screen reader users, the reason I am asking you know in the other games how on the log in screen, how it would have random quotes from ither player quotes and such or references from something or will it just be the normal rapture message and the version number and such you know I always wondered on some of the games where it has alot of ansi chars in their what the picture is sopose to be. Anyways I am still waiting for the release real soon.
Thanks
Kevin Roberts
Any crumbs you can share?
Good luck with that, furries.
Cargo isn't really moved around once you land, it's not like crafting reagents on the other games, you just transfer it from your ship to a warehouse and then you can access it at your autofactories etc.
We do have a crashing skill that will try to get you out of the room, but it has a windup and room cues.
Not trying to be a jerk, but this might help.
https://wiki.starmourn.com/Death
Penalties for dying - you lose some XP, which you can get back from your INR if you can recover it, as well as a mark cost to the cloning facility when you finish the process (free for < level 10), then scaling up per level of experience.
If your ship is destroyed, you'll generally escape and be floating in space. There you might get rescued by someone, blown out of the cosmos, or just run out of life support and die alone in the cold expanse of space. As you unlock more skills in captaincy (by doing ship-related activities), you can get the EVA skill, which allows you to move through space and if you make it to a station, you can board it and save yourself.
I loved the economy in an old MMO called Jumpgate where there was a basic NPC economy, but anything more advanced than food and water pretty much had to be provided/created by PCs.
For instance, that station could create high-end engines, but they didn't produce all the needed resources. So PCs would truck them in from other stations/sectors that did. Then the NPC economy started back up and got back to producing.
PCs could eventually have their own stations/factories that produced high end stuff too, if they wanted it in a system that wasn't already producing it, and the other PCs had to keep it supplied if they wanted the results.
You've got a baseline, but better results if the PCs take active part. Gives the PCs something to do that directly impacts PvP (your ship is gonna get blown up, you need the better mods), without being in PvP themselves. IMHO, that's one of the biggest things missing from most games PvP systems, a real, desperate need for non-combat classes.
Of course, those truckers need security when trucking, so the loop closes. It was quite elegant.