I want to combine a Fallout game (an open-world RPG with a branching narrative and multiple ways to solve problems, and that actually presents moral quandaries to players beyond “is killing an entire town good…or bad?”) with FTL: Faster Than Light (a game in which you play as a space ship, and have to manage targeting and timing of weapons in combat along with shuffling power and crew attention between ships systems…which is also a rogue-like and the “correct” solution to most of the problems you face are randomly selected).
Instead of putting points into stats and skills, I want to hire different crewmembers and buy/upgrade ships systems. And I want to be given a meaningful choice where the consequences are apparent up front.
FTL will present you with a space station overrun by giant alien spiders, and your options are 1. Just leave (no risk, no reward), 2. Send a crewman in to help (Either save the day and get rewarded with fuel, ammo and scrap, or lose a crewmember and take hull damage, this is random every time you get this encounter) or if you have the right equipment/crew you unlock an option to get a guaranteed small reward.
No, give me the choice to send a crewmember to their deaths to save a bunch of civilians, OR keep my crewmember because as captain I’m responsible for his safety, even if it means civilians die.
Let me choose to align with different factions, build a warship or a diplomatic ship or a trade ship. Let gunning down the entire rebel fleet to the last ship be equally as valid a solution as negotiating a trade agreement with the federation or whatever.
Give me a Fallout game with the primary loop of FTL.
Oh, I agree a lot about shorter games with less dev time and lower budgets. I’m loving Signalis right now, and I’m planning on playing Underrail soon as well.
I want to combine a Fallout game (an open-world RPG with a branching narrative and multiple ways to solve problems, and that actually presents moral quandaries to players beyond “is killing an entire town good…or bad?”) with FTL: Faster Than Light (a game in which you play as a space ship, and have to manage targeting and timing of weapons in combat along with shuffling power and crew attention between ships systems…which is also a rogue-like and the “correct” solution to most of the problems you face are randomly selected).
Instead of putting points into stats and skills, I want to hire different crewmembers and buy/upgrade ships systems. And I want to be given a meaningful choice where the consequences are apparent up front.
FTL will present you with a space station overrun by giant alien spiders, and your options are 1. Just leave (no risk, no reward), 2. Send a crewman in to help (Either save the day and get rewarded with fuel, ammo and scrap, or lose a crewmember and take hull damage, this is random every time you get this encounter) or if you have the right equipment/crew you unlock an option to get a guaranteed small reward.
No, give me the choice to send a crewmember to their deaths to save a bunch of civilians, OR keep my crewmember because as captain I’m responsible for his safety, even if it means civilians die.
Let me choose to align with different factions, build a warship or a diplomatic ship or a trade ship. Let gunning down the entire rebel fleet to the last ship be equally as valid a solution as negotiating a trade agreement with the federation or whatever.
Give me a Fallout game with the primary loop of FTL.
Isn’t that just Starfield, but with better game design?
From what I’ve seen of Starfield, I don’t think so. I’m not looking for a texture artist’s life’s work, I’m looking for a video game.
I’m looking for 2D pixel art and text, so that the game takes less than 20 years and 20 trillion dollars to develop.
Oh, I agree a lot about shorter games with less dev time and lower budgets. I’m loving Signalis right now, and I’m planning on playing Underrail soon as well.