Postby Bakish » Mon Jan 14, 2013 10:27 pm
Top this:
Three . I say again - TREE factions; the Federation, the Crusades and Pirates!
The game starts you off in a tutorial-like crappy shuttle. It's equipped with the most basic gear.
Some prompts guide you through dividing the energy, maybe getting an upgrade to the engines and repairing something-rather. W/E - basic stuff.
Galaxy map only allows travel to one destination. An event triggers; Behold - all three factions are fighting it out and all eagerly awaits your help - choose one. The fight goes so-so, and you are forced to abandon ship. You port your crew to the other cruiser and kill em. Meanwhile, your new best friend is busy tearing the third ship a new one.
You now have a basic cruiser with an FTL drive and the eternal gratitude of whoever you helped.
So off you go, to glory and adventure. Destined to write the story that will be told eons to come! But what will the story tell? Will it be about Honour? Maybe Justice? Or possible untold wealth? The book is nearly complete, but the last few pages are for you to write.
What side you pick dramatically changes game play.
-The Federation:
Early access to better shields and missile based weapons
You can arrest pirates and crusaders that surrenders. Handing them of to Federal control points rewards cash.
Other Federal cruisers you encounter shares some points of interests and Arrest Warrants-quests, where capturing the villain alive results in bonus rewards.
Can commission the construction of new ships. Takes time to complete, is expensive, but can be tailor maid.
Can use the Star Gates free of charge.
-Chased by:
Crusaders
-Safe Haven:
The Capitol System and systems with a high Federal presence.
-Final Mission:
Locate and destroy the Crusaders secret base
-The Crusaders:
Access to the Black Market, where you can buy gear at a reduced rates, however fuel, drones and missiles are more expensive, as retailers doesn't really venture to these sectors on fear of being curb stomped.
Early access to Cloak and Dagger oriented gear, such as Stealth and Engines.
Can buy new ships. Expensive and usually comes with fewer systems then what you currently got.
Collects bounty for every Federal ship they destroy.
Have to fight to use the Star Gates. Becomes much harder the closer to the capital you go.
Other Crusaders share information about critical systems for the Federation. These are usually well stocked.
-Chased by:
The Federation
-Safe Haven
The Crusaders mother ship and most uncharted nebulas.
-Final mission:
Invade the Federation home world and set up a blockade around the system. Hold blockade for X turns, while the "negotiations" take shape.
-Pirates:
Are pirates
Access to the Black Market (see above)
If the enemy surrenders you can take the crew as slaves. Make sure you have more loyal members though, mutinys are not unheard of.
Early access to crew teleporters and advanced medical facilities.
Can trade ship with any defeated vessel. However most disabled systems are lost while doing so (the rum-frantic pirates swings wildly).
Limited access to weapons. Trading of ship's the way to go here.
If your ship is lost during a battle, you may still fight hand to hand over the enemy vessel. Slaves are unreliable and might decide to side with the enemy instead, if left unsupervised. Makes great canon fodder, though.
Can sell slaves to camps
If currently in an Alliance vessel, have a chance to slip through a Star Gate. Rebel ships have to fight and Pirates can ether fight or bribe to advance.
Can dedicate empty rooms as prisons. In here slaves can not commit mutiny.
-Chased by:
The Alliance and Rebels alike. Sometimes they collide, allowing you to make a discreet exit.
-Safe Haven:
The outer rims
-Final mission:
Find the lost treasure through the uncharted Death Valley sector. Be aware though, many have tried. None have succeeded.
---OR---
You get a lucrative contract to spark a mayor conflict which will result in an open war between the Alliance and the Rebels.
-Game mechanics:
Crew members you pick up usually have some experience in some field, while other traits are unavailable to them.
All races can become slaves. But they cannot advance in traits, due to shackles, or lack of motivation. w/e
If a ship consists of more then 50% slaves under your control they can mutiny. Prompted ether by random event or if you're loosing a battle. Slaves committing mutiny are unaligned and will fight whoever. If one reaches the cockpit he will attempt to bail.
All factions have a safe haven-type of galaxy. Where minor quests and event pop up over time.
I'm running out of things to say, but the basic gist is. I want a more open galaxy where decisions affects both game play and story. FTL is nothing short of an awesome game and the only drawback is it's to short.
Can change the paint job of the vessel at Home Depot.
2-4 player Co-Up mode?
If you aren't completely sold on the idea yet; HATS! Because hats matters (Also they can be used to visually identify crew roles).
Feel free to leave feed back and ideas. But be warned, I think highly of myself and any and all criticism will be regarded as a personal insult in accordance to Internet Law.
Lots of love // Bakish