Post by vasvary5050 on Sept 8, 2019 7:11:26 GMT -5
Hi folks,
I had a few half-serious ideas over the past week of playing, that would probably ruin the economic or game balance, or be impossible or too much work to add, but I thought I'd mention them anyway if only for the giggles. I haven't fleshed them out yet.
1) New job: Entertainer - Like a doctor, but more focused on morale, and perhaps with a talent to entertain (heal) a crew member from very low morale to higher morale once every 3 or 6 or 9 weeks (depending no how OP this would be) whilst travelling. In other words, the space ship equivalent to a Bard in fantasy RPGs. Alternatively, a ship's counselor (i.e. Deanna Troi from ST:NG).
2) New job: Courtesan - Seeing as there are Courtesan contacts I don't think I'm being too risky by suggesting (half-seriously) the same as a crew/officer job. Cross between the entertainer (above) and a diplomat. In other words, Inara Serra from Firefly.
3) New ship's component/mission types: At the moment there are 1, 2, 3 passenger slots for important passengers (diplomats, rescued spies/agents, etc). Maybe a component for allowing you to transport large numbers of "regular" people. The exact number of people isn't necessarily important (it could just be something like 100 units of passengers as opposed to 100 units of cargo). This could allow for a few new mission types, from high risk rescuing/transporting refugees from planets being blockaded or with a medical crisis, to simply providing a low-risk low-reward "bus" service from A to B (e.g. maybe an addition to buying/selling cargo, there would be an option to take on passengers). They could also be a transport barracks for moving faction troops from one planet to another (i.e. army transport). If you really wanted to get into dark territory, you could also transport slaves or indentured workers (not sure how this fits in with the lore, but you have pirates, and gang-pressed crew, so maybe). Now if you wanted to add a risk element to this, you could add morale for the passengers (with indentured workers starting with lower morale), and if their morale gets low (because of radiation storms, xenos in the quadrant, getting attacked, etc), they could mutiny and try to take over the ship.
4) Captured xenos: Cages for transporting captured xenos ... okay, maybe now I'm just getting silly.
I know you guys already have a long list of things you plan to add, so I'm not really seriously suggesting that you add the above, but I thought I would just get these ideas out of my head and onto the suggestions forum so you can laugh at them and ignore them
I had a few half-serious ideas over the past week of playing, that would probably ruin the economic or game balance, or be impossible or too much work to add, but I thought I'd mention them anyway if only for the giggles. I haven't fleshed them out yet.
1) New job: Entertainer - Like a doctor, but more focused on morale, and perhaps with a talent to entertain (heal) a crew member from very low morale to higher morale once every 3 or 6 or 9 weeks (depending no how OP this would be) whilst travelling. In other words, the space ship equivalent to a Bard in fantasy RPGs. Alternatively, a ship's counselor (i.e. Deanna Troi from ST:NG).
2) New job: Courtesan - Seeing as there are Courtesan contacts I don't think I'm being too risky by suggesting (half-seriously) the same as a crew/officer job. Cross between the entertainer (above) and a diplomat. In other words, Inara Serra from Firefly.
3) New ship's component/mission types: At the moment there are 1, 2, 3 passenger slots for important passengers (diplomats, rescued spies/agents, etc). Maybe a component for allowing you to transport large numbers of "regular" people. The exact number of people isn't necessarily important (it could just be something like 100 units of passengers as opposed to 100 units of cargo). This could allow for a few new mission types, from high risk rescuing/transporting refugees from planets being blockaded or with a medical crisis, to simply providing a low-risk low-reward "bus" service from A to B (e.g. maybe an addition to buying/selling cargo, there would be an option to take on passengers). They could also be a transport barracks for moving faction troops from one planet to another (i.e. army transport). If you really wanted to get into dark territory, you could also transport slaves or indentured workers (not sure how this fits in with the lore, but you have pirates, and gang-pressed crew, so maybe). Now if you wanted to add a risk element to this, you could add morale for the passengers (with indentured workers starting with lower morale), and if their morale gets low (because of radiation storms, xenos in the quadrant, getting attacked, etc), they could mutiny and try to take over the ship.
4) Captured xenos: Cages for transporting captured xenos ... okay, maybe now I'm just getting silly.
I know you guys already have a long list of things you plan to add, so I'm not really seriously suggesting that you add the above, but I thought I would just get these ideas out of my head and onto the suggestions forum so you can laugh at them and ignore them