Plot Hole

Started by Carlosgrr, July 18, 2016, 12:22:12 PM

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Carlosgrr

The game is awesome!
You are traveling on a ship that crash on the planet and you need to find a way out! Awesome idea!
But there is a tiny hole on the plot...
After a while you build a comunicator to negociate with passing starships...
And after that the game ends??? NOPE! They stay "crashed".
But why? Isn't there any government? Any way to ask for any of those ships to call home and say: we are lost in this coordinates, please come pick us up!

Another problem in the game...

You can build a village, and expand util the borders of your map, but... Why can't you leave your map, colonize other areas, enter other areas?
But why would you want to leave the place where you just crashed? Aren't you trying to leave this planet?
Well yes! But in the mean time I can explore and maybe start a trade route with the other villages... See how they are doing stuff and maybe even resolve other secondary stories like the aliens that arrived before our arrival.

Anyway, thanks for your time, I just thought that you should consider the idea...

tommygun999

Wait, what? You can't leave the first area? And here I thought to buy this game...

If there will be a feature with ability to leave the boundaries of your first settlement and make new settlements while you can come back to your first place, managed by other settlers, I'd buy it gladly, though. Is it planned?

BlackSmokeDMax

Quote from: tommygun999 on July 18, 2016, 12:36:35 PM
Wait, what? You can't leave the first area? And here I thought to buy this game...

If there will be a feature with ability to leave the boundaries of your first settlement and make new settlements while you can come back to your first place, managed by other settlers, I'd buy it gladly, though. Is it planned?

Certainly not announced. If that is something you need to have, then you should probably skip this game.

There is always the chance that is some unannounced feature that Tynan is working on for down the road, so just check in every couple of months to see if that has changed.

Thane

Hi good to see new blood in the forums. Give a read of the fiction primer attached to the game menu.

A key point to note is that in this universe FTL travel never develops. Hence cryopods and deep sleep space travel. So even if the automated traders did send messages back help would be years off.
It is regular practice to install peg legs and dentures on anyone you don't like around here. Think about that.

Mkok

This has kinda been a plot hole from the very beginning. Space traders were there mostly for balance (trade caravans are pretty new).

Since FTL does not exist in that universe, you can imagine that all those space traders are just traveling inside the solar system between planets, space stations, etc. That way there isnt really a place you could buy a free passage to, you might just as well go on foot to some nearby town.

Another way to look at things, is that they are not survivors, but colonists. Their goal is not to escape but build a colony. Though that would diminish the current end game goal of building a space ship, but that part of the game is not really finished yet.


As for leaving the map, its probably not going to be a feature, as it would be incredibly complex. Even Dwarf fortress doesnt have this feature, and dwarf fortress is supposed to be a lot more complex than Rimworld.

taha

Quote from: Carlosgrr on July 18, 2016, 12:22:12 PM
The game is awesome!
You are traveling on a ship that crash on the planet and you need to find a way out! Awesome idea!
But there is a tiny hole on the plot...
After a while you build a comunicator to negociate with passing starships...
And after that the game ends??? NOPE! They stay "crashed".
But why? Isn't there any government? Any way to ask for any of those ships to call home and say: we are lost in this coordinates, please come pick us up!

"Sure, we will pick you up. Cost of our expenses is 1.000.000 silver for each person. Let us know when you have the sum."

hwfanatic

There is so much content to be had and so many things to learn in your own settlement that I can't imagine why you would ever want to rush leaving its boundaries. Well worth the price IMHO. But to each his own, I guess.

b0rsuk

Well trading ships have been made less common recently. Maybe they will be completely removed ??

Anyway they could have a motive with not taking you. Maybe they calculate they will profit more selling you goods over the years.

Rahjital

It's not really a plot hole if you think about it. They can't just stuff you into the cargohold, you need space-rated cryptopods not to die of old age before getting halfway to the nearest civilised planet, if radiation doesn't kill you first. Those cryptopods have to be integrated into the ship's systems, and trader ships are unlikely to have any spare capacity. The only exception to this are pirate ships, and they will gladly welcome you aboard - as long as you don't mind becoming a slave.

b0rsuk

How much do you think a ticket on a greedy trading ship would cost per person ? If it's 500 silver per person, then 12 people * 500 = 6000 silver. Or in other words, 500 * 12 is like buying a so-so weapon for everyone. Honestly not that much. When smugglers charge someone for transport out of a doomed country, don't the charge something like lifetime savings ?

winddbourne

#10
We have to remember that it's no longer three guys crash landed on a planet. You could be a tribe trying to build up your village with no intent to ever leave the planet. You could be a rich explorer with your own starship in orbit looking for adventure and maybe to found his own settlement. You could even make up your own scenario.

The pre-release alphas basically followed the plot line of Swiss family robonson:

1. The family crashed, they gather materials, make a raft (escape pod) and reach shore
2. They set up sleeping spots at Tentholm and get their supplies under cover
3. They explore and set up Tree home
4 The rainy season comes . . . several colonists almost break so they dig out cave home in the salt caves for winter
5 Roberta shows up fleeing the pirates they rescue her and fight off her immediate attackers
6 You have drama between ernst and fritz as they compete to start a romance with roberta
7 They set up defenses and fight off a large scale pirate raid
8 They gain access to a "ship" when they rescue Roberta's captain father and are able to leave the island.

At the end most of the family decides to stay. The captain mentions that more people will be coming and this will be a "REAL COLONY NOW" and there is talk about father entering politics and maybe getting elected governor.

This isn't being billed as the Swiss family Robinson simulator anymore . . . you get to set your own goals including founding a permanent colony either as a tribe or as a group of colonists. Sure you can still play through the prelude . . . or you can start out with a bunch of good people, some decent supplies and pick a spot you want to build.

The front page even bills it as a "Colony simulator by Tynan Sylvester" . . . so that's the direction I figure the game is going. The back story you choose is incidental and if your colony "fails" you can try to flee off world but . . . that's suddenly just one option... call it losing with dignity.