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The reason for retcons is because the majority of those systems were either empty and thus contributed nothing anyway, or were horrifically overdeveloped or godmodded and couldn't feasibly be salvaged within the boundaries of the mod's current standards.
A good example would be the GC guard system which is an absolute travesty of a mess. Nothing can really be done with it, so wiping it and redistributing or re-purposing some of the assets to places where they make sense and can actually meaningfully contribute to the game environment is the best and simplest option.
In any case, the long standing policy has always been that guard systems are not canonical, until otherwise individually specified. They only become canon after they've been surrendered to the dev team by their faction to be 'de-guarded'; that is redesigned to remove the godmodded elements, integrated with their surroundings and brought in line with wider mod standards.
Some systems are just so problematic that this isn't feasible. There's also the problem of system bloat, which is an equally thorny issue. Redundant systems that don't offer anything unique or are otherwise of an atrocious quality shouldn't be salvaged. Attempting to do so would drain precious manhours away from other more productive work that would be of greater utility and benefit. Their file entries can always be used for more interesting things later.
(01-11-2016, 11:17 PM)Skorak Wrote: I don't like retconns either but it gets a bit ridiculous to explain 10-20 vanished systems.
See? I told you guys Gallia is good as is, but no, systems had to be gone...
many of them were so good-looking too ;-;
Yep.
Gallia simply was too large.
I'd be up for even more systems disappearing.
Genexus has already given a few good explanations, failed settlements, cosmic catastrophes, there are enough possibilities if you want to get rid of systems inRPly
I agree it is a shame even if perhaps necessary. I've long said it: Gallia would have been a great standalone mod. Gallia itself was very well made, very complete and had awesome lore. It had however several issues and they all were due to its part in the rest of Sirius. The internal lore was really cool, they made a very interesting House from scratch, yet the lore how it came into existence and everything in relation with the other Houses was just pretty bad. The whole planning revenge for hundreds of years and coming out of nowhere with 10 billion Valors was silly.
It's a similar problem with the size. The systems were awesome, creative, pretty and full of interesting things and there was so much all awesome to explore etc. Yet it was all in a corner of the map with no good hotspots and it was just too gigantic compared to the rest of the Houses. Still I hope some of the cool things can be retained somehow. Cool things with planets and unique stations could perhaps be reused etc.
(01-21-2016, 03:59 PM)TheJarl Wrote: Still I hope some of the cool things can be retained somehow. Cool things with planets and unique stations could perhaps be reused etc.
I agree with that. Stations in Sirius are so repetitive (and thus boring) because they use like four or five basic models and that´s all. Gallia was full of original stations so I´m all for reusing them in some Sirian houses.
Posts: 6,532
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(01-21-2016, 04:08 PM)Laura C. Wrote:
(01-21-2016, 03:59 PM)TheJarl Wrote: Still I hope some of the cool things can be retained somehow. Cool things with planets and unique stations could perhaps be reused etc.
I agree with that. Stations in Sirius are so repetitive (and thus boring) because they use like four or five basic models and that´s all. Gallia was full of original stations so I´m all for reusing them in some Sirian houses.
Region specific base components is honestly something we'd absolutely love, to make Sirius look more varied. Creating individual components instead of entire bases as a single block is brilliant precisely because they can be combined modularly to create tons of variation.
Unfortunately that relies on modelers and texturers creating entire module sets for each region and, well, that's just not as glamorous or interesting as making battleships or just ships in general.
The request list for most of discovery's modellers is absurdly long as well, making base components a relatively low priority.
(01-21-2016, 03:59 PM)TheJarl Wrote: Still I hope some of the cool things can be retained somehow. Cool things with planets and unique stations could perhaps be reused etc.
I agree with that. Stations in Sirius are so repetitive (and thus boring) because they use like four or five basic models and that´s all. Gallia was full of original stations so I´m all for reusing them in some Sirian houses.
Region specific base components is honestly something we'd absolutely love, to make Sirius look more varied. Creating individual components instead of entire bases as a single block is brilliant precisely because they can be combined modularly to create tons of variation.
Unfortunately that relies on modelers and texturers creating entire module sets for each region and, well, that's just not as glamorous or interesting as making battleships or just ships in general.
The request list for most of discovery's modellers is absurdly long as well, making base components a relatively low priority.
Well, creating a station is a lot easier than creating a bs. We have a couple players out there, who have shown some talents in modelling and else. I guess a lot of them aren't aware of that modelling option. Probably, do a freelance or a new dev recruitment and set up a regional team work out station models based on local ship style.
I can just express my own opinion, but we should try to stick to the title-word "Discovery" and have the goal to create and gain or regain such immersion. It has been a long time since I've felt to be on a discovery.