Aurelius
Aurelius
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(Quote) Yep, you're going to be locked into your race, in the hopes that doing so sparks some racial identity roleplaying. When people can just easily switch from race to race, it tends to destroy that.
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Sometime probably, not at launch though.
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We haven't released any info on ships yet, but there is definitely ship to ship combat.
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(Quote) Whether there is at first or not, there will be at some point!
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(Quote) Yep.
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There won't be laser swords, specifically, because the House of Mouse is notoriously lawsuit-happy and I don't want to risk it.
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(Quote) Well, the plan is to have five classes at launch, because that's all we can manage. If we could have 15, we'd have 15.
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My fav version of that meme. -
Completely overcast here, unfortunately.
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(Quote) Yeah....that beta label was kind of nonsense. I was getting pretty annoyed with it continuing to be there.
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(Quote) Hacking will be minimally useful, at best, in PvP or ship v ship combat.
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(Quote) Haven't said anything about tradeskills yet and not ready to I'm afraid!
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(Quote) We actually developed Bushraki with the intention of them being a playable race. The problem was that we just couldn't get over the fact that they have all these implants to augment them, but there would be no mechanical difference be…
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(Quote) No, it's not really needed.
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(Quote) Nanoseers have an ability that basically does this.
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It's similar-ish to Achaea in the sense of having afflictions and balance (though we got rid of equilibrium). Wetwiring, not wetware btw. And yep, there's a cover system that lets you hide behind things, climb on top of things so that someone on the…
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(Quote) Starmourn moves too fast to be burdened with that superfluous 'u'! I should also note that we've elected to get rid of violet from the color spectrum for the same reason. Ain't nobody got time for that!
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(Quote) Ship to ship combat will not come down to scripting, I predict, any more than it does in Achaea.
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(Quote) I'm fairly positive that at launch it's not going to live up to some peoples' high expectations. A major thing to consider if you play our other games is that they've been under constant development for between 13 and 22 years. Starmo…
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(Quote) Yeah, same style, though different details. Almost no manual curing, for instance.
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(Quote) Mostly, yep.
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(Quote) They're popular with players as players. They aren't so popular with volunteers any more. It's become very difficult for our games to get and retain volunteer roleplayers as the years have gone on, leading to few gods ever being playe…
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(Quote) It's a faucet and drain economy like virtually all MMOs/MUDs, but like we did on Achaea, you can't just bash 24 hours a day and continue to earn currency (that's a relatively recent change on Achaea though).
Commodities ex… -
(Quote) Common language. It'd be a pretty irritating game without one I think!
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(Quote) I removed that. We had a couple volunteers working on the wiki initially a year ago before I took it over to get it launched recently, and though they did their best, they didn't have access to what's in my head. I'm guessing one of t…
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(Quote) I'm the CEO of Iron Realms. I have complete control over promotions.
Starmourn is unlikely to do the kind of … -
(Quote) No, we don't really do support classes in our games. All classes have to be able to stand on their own as our game populations are too small to build games that require people operate in groups.
Re: guns, your class determi… -
(Quote) You will indeed! And piloting one will feel -completely- different from Lusternia's aetherships or Achaea's sailing ships.
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(Quote) Yeah, if we were to allow retirement into Starmourn we'd allow people to apply them to established characters for that reason.
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(Quote) We don't have any!