This is a vission of the "cosmoteers" in career which is in plan. I assume it is meant to adapt the identity of us career players into the career game as individual forces belonging to no factions. Basing on this I made some disgussion that gives out the below set of vission for the game plan.
I hope the bellow would be a helpful example revealing our expectation for the "cosmoteer" planing, perhaps even providing inspirations.
#A Vision of "Cosmoteers" in Career
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hmmm
About the „not belonging to factions“ part…
nice
Starting in the other of "What Who Why When Where How",
About "what", cosmoteers should be AI controled ships behaving alike career game player in Cosmoteer.
A iconic feature of them would be, instead of being purely military use combat vesseals like faction ships, cosmoteer ships need to take care of themselves so loot carrying and civil function should be common. But that does not the ever mean we are all filling half of the ship with cargo (smart and experienced career player seldom does that). We can use temporary cargo holds as a compromise, to enable combat focused designs on cosmoteer ships while also picturing them as self sustaining voyagers.
Further more I also think a AI controled fleet instead of just a single vessel should be great, as it reveals what many career gameplay does: spliting civil and combat vessels instead of mix them.
On "why", cosmoteers are meant to help players adapt themselves into the stories and inpire them. cosmoteer ships need to be alike the ships that career player can build up and would favor, therefore they fites in the combat and survival need of career. They should also own an excellent art work so they seems fitting the galaxy of cosmoteer where amazing builds already flew around. And they should play smart or typical, so new players can learn leassons from them.
On "who", an interesting question is what cosmoteers are in game setting: are they players who build and rebuild ships at their will and have no specific form? Or people with flash and stories like in a common space tale?
I generally perfer the later as it is more natural, adapts players into the story better, and helps people write stories as now they are indivial figures with afixed story. It explains what they are here for too. Plus it is easier and usually funner for people to design ships with a simple tale for built-in cosmoteers.
is this suggestion supposed to be a new faction ?
On "when" and "where" which both refers to which part of the game we are placing cosmoteers, I think they should be placed as special BOSS or secret target of a system, levels higher than the system and will be discovered then defeated after hard work in the system. This fits both the logic of how cosmoteers play career (cosmoteers tend to use ships oversizing their enemy because with loots and mining we are richer) and the need of marking those special targets uniqe.
On "how", cosmoteer ships should be able to perform special tactics in combat. They should be able to perform abilities like using bombs to seperate parts, part of them should show the intendency to flee when badly damaged (or just when threatened) instead of fighting to death, and if possible they should generally play smarter. This will both better simulate how a real cosmoteer plays and increase the challenge.
No, I was meant to reply to the cosmoteer plan Walt came up and mentioned in the Oct design contest.
pretty sure the october contest is hosted by oneye
also if you are looking to ask questions for stuff about the design contests use #1059081605420945508
I am already using it to feedback some of the concerns that is more ergency for designing the submission ships.
Thanks anyway.
the way i see the whole contest and the designs being added as 3rd party ships, is that they function the exact same way as any other bounty, give a slightly bigger reward, and attack things like any pirte would
Which is what I think would be different if the ideologoy for those cosmoteer ships, to my understand, is correct.