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Post by kremmen on Mar 31, 2011 21:27:37 GMT -5
In another thread I suggested it would be cool to have the option of aligning with the Independents. Here's an idea of how it might work. Independent captains: - Do not receive offers of ANY rank, trade permit, or death warrant from Syndicate or Clan factions, nor do they gain them for Independents.
- Receive no factional protections while in space, even in Independent territory.
- Do not receive offers of contracts against Independent planets.
- Must pay increased fees for faction pardons.
- Receive extra cache protection on Independent planets.
- Receive more frequent officer employment offers than faction captains, but never from faction palaces.
- May rename commandeered ships at Independent planets - for a steep fee. Thereafter the ship is considered a registered Independent vessel.
Does that seem workable?
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spike
Exemplar
Posts: 360
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Post by spike on Apr 1, 2011 7:18:53 GMT -5
Good ideas. I'm not sure about this one though: - Do not receive offers of contracts against Independent planets.
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Post by madmatt on Apr 21, 2011 12:31:17 GMT -5
Good ideas. I'm not sure about this one though: Agreed. The Independents are, by their very nature, just that. There is always going to be infighting and political maneuvering in such an anarchic (dis)organization.
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Post by oldalchemist on Apr 22, 2011 9:39:10 GMT -5
Maybe you could become independent by renouncing your faction, but starting as one seems unrealistic. You're a Captain. You inherited a ship.
You'd have to start with a title that is the product of a mutiny or an unfortunate exploring accident.
"Captain fell into the Hat Harvester on the magma planet. Nobody knows we're here and the ships' computer got wiped when the shielding was breeched. Somehow, we've managed to get this thing flying and you're the most senior of the crewmen. Good luck."
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Post by Cory Trese on Apr 23, 2011 13:46:43 GMT -5
Could be a second storyline, perhaps. Once we finish the StoryTellerEngine (STE) that is being used in SS and CK it will be ported into ST and we will finish the ST "search for father" storyline. A second more "sandbox" storyline could include a mutiny or exploration accident captain.
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Post by slayernz on Apr 25, 2011 7:02:04 GMT -5
but but but ... daddy died and I got to take his ship and seek vengeance against those murderous bastards who killed my father. I believe the murderer had 6 fingers on his left hand ...
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Post by oldalchemist on Apr 25, 2011 10:41:09 GMT -5
I hate to break it to you, but your father actually died in a freak alien captain's chair incident. It was just easier for your mother to blame it on the Steel Song Clan than to show you the autopsy photos.
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Post by sakai4eva on Apr 25, 2011 22:11:44 GMT -5
Especially when there's vomit on the autopsy photos.
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Post by slayernz on Apr 26, 2011 19:55:51 GMT -5
So you're saying that my personal vendetta against all things Steel Song is mis-guided? I've taken out hundreds, if not thousands of their ship for no reason what-so-ever? noooooooo ... now I have guilt.
Must - put - up - mental - block - and - believe - mummy's - story ....
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Post by sakai4eva on Apr 26, 2011 23:38:54 GMT -5
Maybe... they lied to her too!
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Post by oldalchemist on Apr 27, 2011 9:02:15 GMT -5
It's never wrong to send Steel Song ships into the dark, dark night. It's just not always a productive way to get your revenge. You're going to have to kill aliens and hope you manage do destroy their seating. I hear space hulks are actually delivery vehicles for alien IKEA.
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Post by slayernz on Apr 27, 2011 17:35:42 GMT -5
I don't know - I've made a looot of credits turning Steel Song ships into so much confetti. I even set up a nice cache on the planet just west of Xeen Prime, and flitting between there and blockading Xeen Prime is a regular past time of mine.
Killing Space Hulks is a great way to make a bundle, but it'd be nice to get some warning that they're in the neighborhood. Most of the ships I fly around have lots of sails and engines and guns ... but not so much in the way of storage. Nothing remotely in the realm of 400+ units of goodness.
Tagging space hulks after you defeat them would be a great option for the game - a deep space cache! Even if the cache only lasted a game year, it'd be enough to take advantage of all of that goodness that is the cargo.
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Post by oldalchemist on Apr 28, 2011 10:06:11 GMT -5
I'm pretty sure that Space Hulks are 'flying dark' and infested with alien crew. You board them and kill the genestealers, loot cargo, set charges, disengage, and detonate.
You don't put a beacon on it because it's basically a ghost ship and you don't want to go back and you sure don't want some poor merchant ship getting the signal and going on board to scavenge because you're only sure that you burned MOST of the egg sacs with your laser hats.
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Post by Cory Trese on Apr 28, 2011 15:42:16 GMT -5
I totally confirm. In the concept art I imagine most Space Hulks are simply too large to detonate or destroy except perhaps pummeling them till they break up into smaller space hulks.
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Post by slayernz on Apr 28, 2011 17:50:09 GMT -5
I'd hope you'd use an encrypted beacon because, hey, you fought the battle, you should get the salvage. So you have to avoid a few space huggers when you re-board it. That's what you have crew for right? What - there's a risk of infecting the next star port with an alien scourge that could wipe out an entire planet? For a few thousand credit's, I'd be willing to do that ... to a Steel Song planet
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