Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
It's inspired by 70's sci-fi.
A huge colony ship carrying 100,000 colonists is launched to Alpha-Centauri. The ship is automatic. The journey will take 700 years, so only the distant descendants of the original colonists will reach the destination. To maintain the skills that would be necessary to build a colony different areas are established on different decks: farming, industrial, educational, military, etc. There is also a crew performing mostly maintenance duties, making sure that the ship stays on course, and overseeing the colonists. Naturally, children who are born into a "farming" family have no choice but to study farming to ensure that there would be enough qualified farmers upon arrival.
At some point there is a mutiny (there are reasons for that) against the crew. Many officers and colonists are killed, many decks are damaged (radiation leaks -> mutation), etc. Chaos replaces order, the colonists start regressing.
The game starts when the ship is already in the AC orbit. You have no idea that you are on a ship. The colonists formed different factions based on the original areas. The knowledge is being protected and restricted (the original purpose was misunderstood), so now it's being passed from father to son within each clan. The farmers trade food for tools with the metalcrafters, the replicators control the replicating machines and trade the newly created raw inorganic materials, etc. The mutants rule the abandoned (for a good reason) decks. Then there are mage lords who carefully protect the sacred chants like "Eks Ekut Proto Kol Van Fo Aso Riz Aish'n Nain O Too O", allowing them to cast powerful spells and control the environment.
There are different goals - find your place within the gameworld, learn about the ship, and either escape (pods), turn the ship around, or actually start the landing procedure.
Something like that.
A huge colony ship carrying 100,000 colonists is launched to Alpha-Centauri. The ship is automatic. The journey will take 700 years, so only the distant descendants of the original colonists will reach the destination. To maintain the skills that would be necessary to build a colony different areas are established on different decks: farming, industrial, educational, military, etc. There is also a crew performing mostly maintenance duties, making sure that the ship stays on course, and overseeing the colonists. Naturally, children who are born into a "farming" family have no choice but to study farming to ensure that there would be enough qualified farmers upon arrival.
At some point there is a mutiny (there are reasons for that) against the crew. Many officers and colonists are killed, many decks are damaged (radiation leaks -> mutation), etc. Chaos replaces order, the colonists start regressing.
The game starts when the ship is already in the AC orbit. You have no idea that you are on a ship. The colonists formed different factions based on the original areas. The knowledge is being protected and restricted (the original purpose was misunderstood), so now it's being passed from father to son within each clan. The farmers trade food for tools with the metalcrafters, the replicators control the replicating machines and trade the newly created raw inorganic materials, etc. The mutants rule the abandoned (for a good reason) decks. Then there are mage lords who carefully protect the sacred chants like "Eks Ekut Proto Kol Van Fo Aso Riz Aish'n Nain O Too O", allowing them to cast powerful spells and control the environment.
There are different goals - find your place within the gameworld, learn about the ship, and either escape (pods), turn the ship around, or actually start the landing procedure.
Something like that.