First there were archetypes with limited skill choices. Then it was just skills. Now what remains are Interfaces. Today, how character sheets will work.
You may have noticed that the released information so far is a little light on information about the nature of the extraterrestrials in the game.
The first thing to mention is that we are still working on the game and this isn’t an area we’re really prepared to talk about in final terms yet. But it is something we’ve been asked about a lot, so here’s some basics.
Nanotechnology in No Heaven is a pervasive part of the setting. It’s everywhere from the weapons, armour, and clothes you wear to your blood vessels.
Busy busy busy… but here’s a first look at the Federated Lagrangian Colonies, the third and final culture in the No Heaven setting. Sorry for the lack of post last week – everything got away from me.
I’ve been inspired by many great works in creating this universe and that’s probably most apparent in how I think about how to approach the boundary between science and science-fiction.
Hyperspace travel has its limitations, and those limitations directly affect the difficulties in surviving an ongoing chase through it.
Everything’s busy at the moment, but here’s another look and feel post. This time for the Ceres Workers Collective. I have solid ideas for the look in my head, but it’s actually relatively tricky to find good examples so bear with me.
Combat flows better if you don’t need to do a lot of maths in the middle of a fight and there’s no confusion about whether attacks were aimed at you or not. This is particularly an issue in ranged combat. If you have to rely on shouting at someone else to make something happen, it’s going to get lost in the noise.
My thoughts on fixing that is to change how ranged combat works. Nerf have released a new range of weaponsthe Nerf RIVAL range designed to provide a high-impact shot with minimal consequences, and they’re currently at the centre of my revised ranged combat strategy.
Notes [ + ]
|1.||↑||the Nerf RIVAL range|
Look and feel is a tricky one to cover while we’re still writing our cultures and nations and developing the game as a whole. However, the culture we’re furthest forward with is The British Dominion of Mars, and we can show you what we’re thinking for general look and feel there.