Alternative start positions
Posted: Sun Apr 15, 2012 12:12 am
There is the already-known option of starting a game: selling the new Cobra Mk III in exchange for a 2nd hand Cobra Mk I and 7,000₢ to spend on upgrades before starting out. But unless you frequent this forum, you won't know about that.
IIRC Frontier offered more than one starting position; Oolite could do the same. For example:
Alternative start (hard):
While working as the Junior Under-Administrator's Second Assistant on [appropriate system], you keep over-hearing discussions and taking messages about some secret device that is being sought that disguises ships / makes them hard to target / makes ships disappear. When you get the job of dealing with the paperwork for a 'cloaking device' that is being transported through your space station, you act without thought. You receive the box, then head for the first ship in the dock nearest the exit. You get in using the master key held by Engineering and set off into the wild black yonder for a life of adventure.
You have a stolen space ship, fitted with fuel scoops, heat shields, zero credits, no fuel, a pulse laser and the cloaking device. And Fugitive status. You are on the run from the start, in an Adder, with no money.
For this one you must already know you away around Oolite to survive; a newbie will have no chance. Run away from the station using the cloak, go fuel-scooping and jump between systems, repeatedly fuel-scooping until your status is clean enough to dock. Then start from the bottom of the pile, trading to earn enough to get a decent ship, then off you go, into a life of ... whatever.
This could be provided as a ready-made saved game.
Alternative start (cheap):
The sell-the-Cobra-MkIII-and-buy-an-Adder-scenario but without the 41,000 credits. How about offering this as an option on starting a new game - a basic Adder with just a handful of Credits?
Any other viable alternative starts?
IIRC Frontier offered more than one starting position; Oolite could do the same. For example:
Alternative start (hard):
While working as the Junior Under-Administrator's Second Assistant on [appropriate system], you keep over-hearing discussions and taking messages about some secret device that is being sought that disguises ships / makes them hard to target / makes ships disappear. When you get the job of dealing with the paperwork for a 'cloaking device' that is being transported through your space station, you act without thought. You receive the box, then head for the first ship in the dock nearest the exit. You get in using the master key held by Engineering and set off into the wild black yonder for a life of adventure.
You have a stolen space ship, fitted with fuel scoops, heat shields, zero credits, no fuel, a pulse laser and the cloaking device. And Fugitive status. You are on the run from the start, in an Adder, with no money.
For this one you must already know you away around Oolite to survive; a newbie will have no chance. Run away from the station using the cloak, go fuel-scooping and jump between systems, repeatedly fuel-scooping until your status is clean enough to dock. Then start from the bottom of the pile, trading to earn enough to get a decent ship, then off you go, into a life of ... whatever.
This could be provided as a ready-made saved game.
Alternative start (cheap):
The sell-the-Cobra-MkIII-and-buy-an-Adder-scenario but without the 41,000 credits. How about offering this as an option on starting a new game - a basic Adder with just a handful of Credits?
Any other viable alternative starts?