katisara:
Alright. I lean towards hard sci-fi and transhumanism.
I must admit that for me personally it's more about aesthetics and atmosphere of the game than believability of the science. This is why this game is technically SF fantasy, closer to say Dune, than straight-forward science fiction.
katisara:
Discovery of FTL is a HUGE issue though, so you're going to need to discuss how people discovered it, how it works, and what the limitations are.
I do have answers to most of questions you asked, but I've omitted answering them until now because posts were too big already.
I will answer the main points now.
First thing you need to know about FTL in this game is that it's less a flight, but more a teleportation. In other words it's instantaneous. That's not to say it's easy or cheap. Quite the opposite. Here are main requirements for it.
- Ship in a vacuum. That is to say no faster-than-light emails. No launch from atmosphere.
- At least one competent Aethernet Navigator inside. Navigators are specially gifted people who exhibit a certain degree of talent for astral projection. It is not yet fully understood why, but it appears that psychic phenomenons are tied to Aether. With use of special computers Navigators are able to achieve control of Aether on big enough scale.
- Power. Lots of lots of power. I haven't decided what main power source of Pilintor is, whether it's solar, uranium or anti-matter, but Aetherships will use same power source. To understand the amount of energy needed for teleport one should consider this: amount of power needed for Jump between Earth and Sevaston of a medium sized ship, such as strike cruiser Yabuchil, is equal to gross energy consumption of Pilintor arcology for a week!
- Time. While travel is instantaneous, preparations (of Aether around the ship) take time and lots of it. It takes a skillful Navigator at least several hours to arrange the Aether for jump.
- During that time the ship needs to maintain synchronous orbit with celestial body that exerts the most pull. In other words, no evasive actions, no dogfight, nothing. Just stand there and wait.
- That also means that a strong source of gravity is needed.
At the moment Pilintor has total of two FTL capable strike cruisers, one (one-use) capital colonization ship (that carries premade skeleton of arcology dome), one tiny mail ship per arcology, three capital supply ships and couple of emergency troop carriers. Yabuchil itself carries barely enough energy for about a dozen jumps.
katisara:
Can you expand on miracles and Aethernet spells?
Miracles are nothing special. In narrower terms it's spells paladins can cast. We all played WarCraft and Dungeons and Dragons. Various healing spells, aura that strengthens stellar infantry power armors and the like.
In broader terms anything that would otherwise be attributed to luck in this game would more likely be attributed to divine intervention. If you played FATE or similar games you'll be familiar with terms such as collaborative storytelling rather just roleplaying.
Aethernet routines are basically spells. They follow the lines of what various spellcasters in WarCraft can do. Examples include fireballs, teleports, lightning bolts, various summonings and the like. I wanted to put a credible modern/futuristic spin on concept of wizard.
quote:
Ever since I left my office I was struggling with finding the right word. Best I could come up with is: Theopunk.
katisara:
That's a cool idea. I've never heard of Theopunk.
That's not at all surprising since I've just coined the term.
katisara:
I assume this is a very active, objectively provable God.
Pretty much. Maybe not fully provable, but certainly more "felt" than in our world.
katisara:
So how do people deal with issues like human suffering?
That's a good question and to a point I'm gonna let my players contribute significantly to the answer.
Pilintor itself is of course a utopia, so saying that there is pretty much no suffering within the arcology is not really a problem. How their just god would react to their oppression of others is something Pilintores will have to make a best guess and then live with the consequences.
quote:
I've created a character type of Aethernauts, who deal heavily with this issue. I'm not sure if I've mentioned this, but the idea is that as their Avatar is getting and getting stronger (as they level up), their physical bodies are getting and getting weaker. What exactly happens after Apotheosis,
katisara:
Interesting. Are these changes linear, or do you see diminishing returns?
I expect them to be linear, but in reality only playtesting can give us the final answer.
quote:
Cyber implants and plastic surgery don't directly lead to sin or harm the soul like in Fading Suns, but they do lead to Temptation. Yes, I need Temptation game mechanic quick.
katisara:
What do you mean 'temptation'?
Here's the example.
Suppose I have a warrior who uses cybernetics to increase his strength, he is clearly opening himself to the sin of Wrath. Alternatively a singer who uses plastic surgery to increase size of her boobs and scientist who uses genetic engineering to boost his/her intelligence are opening themselves to sins of Lust and Pride respectively.
Now I don't want to make these necessarily sinful, but I do want to make such people more susceptible to sins, either making them less resistible to sins or having them suffer serious consequences once they do sin.
katisara:
Do I assume then that genetic engineering permits more awesome troopers, and is used exclusively by the bad guys?
Actually this hasn't occurred to me. I was planning that Pilintor is the only one to have that advanced gene tech and the main issue was supposed to be if all the advantages they have would turn
them into bad guys.
And while fringes are indeed adversaries, I never planned to portray them as bad guys, just someone with opposing interests. Are some of their methods uglier than Pilintores', sure, but I'm not into that kind of stereotyping.
katisara:
Are there any mechanical effects for committing sins beyond social stigma?
Not yet, but I need them. Badly.
katisara:
So fringe guys are getting to xenoplanets how? Hitching a ride with Pilinth? Why would Pilinth launch their own enemies into space?
Number of reasons.
- They need workforce
- They believe fringes can do less damage separated from Earth
- Pilints know that colonists are for now at their mercy.
For the time being colonists are working hard and paying some serious taxes. Can it be called oppression, maybe. That's the debate and these are moral dilemmas characters will have to face.
katisara:
Are all of the space bad guys ex-Pilinthians who are now rebels?
That didn't occur to me, but is definitely a possibility.
The bad guys I had in mind:
- Rebellious colonies,
- Greedy Pilintore governors,
- Fringe infiltrators,
- Colonists turned pirates or brigands,
- Space monsters,
- Alien remnants,
- Mad AIs and poltergeists.
Isn't this enough for now?
katisara:
I do see the two conflicts now, but they still seem a little weak. We should be presented with the underdogs. Right now, the Pilinthians control lightspeed, so they control everything past the solar system. On Earth, they're outnumbered, but they still have a huge tech advantage, and are confident enough in their situation that they're actually inviting attack. There is indeed conflict, putting down pesky rebels and perhaps taking the aggressive on Earth, but things are under the control.
Indeed. The main danger is that Pilintores themselves may turn into oppressors and that their god may decide to punish them. In a sense I want to give characters a honeymoon period when they can do pretty much as they like and then hit them on the head with consequences.
katisara:
Since you've described it being like Warcraft, I assume the goal is combat simulation, so you need a reason for some combat.
True. I believe that ATM there is enough potential for combat. The rest will come up once we get the game going.
Plan is to start with one paladin, one navigator, several infantrymen and couple of more unusual characters, such as space elves, robots or reconnaissance knights for instance.
katisara:
You also want to be careful about copying starcraft (which is unfortunate, owing as starcraft is hugely generic).
StarCraft is pretty much rednecks in space (if you don't mind me saying) and I'll reserve that for the colonists. They don't have god in StarCraft and I believe that will be the difference enough.
katisara:
So, to toss out some ideas ...
All ideas you posted are noted and some of them closely match my own.
Now all I need are some players. Anyone interested?