Re: NarnKar's Nonsense
Posted: Tue Jul 28, 2015 2:26 am
So this overhaul mod would put you in control of a Captain, formerly with the Rebellion, trying to make his way back to the Federation Coreworlds for unknown reasons. I'm not saying that because I don't know his reasons--I'm saying that because his reasons are deliberately left as a mystery to the player. But whatever they are, they're strong enough to motivate him to travel through eight sectors of deep, dangerous space, risking his life at every jump, just to have a chance at getting to the Coreworlds...
Although the Captain's death doesn't automatically result in a game over, you'll have incentive to keep the captain alive: the captain has special captain-only blue options at events, and is necessary to unlock the alternate/hidden endings of the campaign.
You might be asking, "but wait, how are you going to make things specific to the captain?" The answer: the Ghost race, dummied out of FTL's code; known as Holograms in CE. Mechanically speaking, the Captain will be a member of the Ghost race--and the only member of the ghost race. No other ghosts will appear in the game, for hire or as enemies. For all intents and purposes, he is the only one of his kind--as it should be, as he's supposed to be a special character.
As a member of the Ghost race, the captain's racial attributes are 50HP, and no suffocation damage. But in the mod's lore, he's not going to be a ghost (although the vengeful ghost of a Rebel Captain coming back to haunt the Federation is a cool idea). I was thinking that, in the brief time-span after the Flagship's destruction, but before the Rebellion's total surrender, that this person was injured in the ensuing chaos. He couldn't make a full recovery, in part due to lack of decent medical equipment--however, with cybernetic enhancements, he was at least able to come back to life, although weaker than before, and more machine than human. The enhancements also replaced his need to breathe, by dummying out the respiratory system entirely.
Although the Captain's death doesn't automatically result in a game over, you'll have incentive to keep the captain alive: the captain has special captain-only blue options at events, and is necessary to unlock the alternate/hidden endings of the campaign.
You might be asking, "but wait, how are you going to make things specific to the captain?" The answer: the Ghost race, dummied out of FTL's code; known as Holograms in CE. Mechanically speaking, the Captain will be a member of the Ghost race--and the only member of the ghost race. No other ghosts will appear in the game, for hire or as enemies. For all intents and purposes, he is the only one of his kind--as it should be, as he's supposed to be a special character.
As a member of the Ghost race, the captain's racial attributes are 50HP, and no suffocation damage. But in the mod's lore, he's not going to be a ghost (although the vengeful ghost of a Rebel Captain coming back to haunt the Federation is a cool idea). I was thinking that, in the brief time-span after the Flagship's destruction, but before the Rebellion's total surrender, that this person was injured in the ensuing chaos. He couldn't make a full recovery, in part due to lack of decent medical equipment--however, with cybernetic enhancements, he was at least able to come back to life, although weaker than before, and more machine than human. The enhancements also replaced his need to breathe, by dummying out the respiratory system entirely.