| Cole Deschain |
DM_aka_Dudemeister wrote:Honestly, gamers these days. :-)Kobold Cleaver wrote:Like... animated cat pictures?What I want to see, Pt. 1:
Giffs.
All part of a plan to make us feel old!
| Ambrosia Slaad |
Kobold Cleaver wrote:Like... animated cat pictures?What I want to see, Pt. 1:
Giffs.
I know this was a joke, but would a race with a hologram-/"hard light"-based physiology be game mechanically feasible? Or more importantly, interesting?
I'm kind of hoping they get some silly little nod, like a race of humanoid rhino folk.
What I want to see, Pt. 2:
Giant space hamsters. I mean, you're never going to have a better excuse. We all know you've been itching to include them from the start, guys. Come on. You aren't fooling anyone.
Maybe if we plead enough, we can get Crystal to contribute miniature giant space corgis? Or her were-corgi race?
| Odraude |
I posted this in the spaceship thread, but I wanna repeat here.
I think for ships, there are a couple of things I'd like to see. And they all mesh together.
1. Different Systems on a Ship: A ship is more than just a hunk of metal with guns that goes lightspeed. It has several systems that keeps it running and the crew alive. I'd like this to be reflected, even just basically. Weapons, life support, engines, shields, communications. These are all ideas of the different systems you'd see.
2. Hit Locations: You see it all the time in Star Trek and can actually do it in Homeworld. Instead of just attacking the ship as a whole, you target certain parts of it. Maybe target the engine to get it to stop, or attack weapon systems to stop it from firing, or attacking life support. Of course, if you just want to blow up the ship, then you can just attack it as normal. I think this would add some more nuance in the game, especially if you want to capture a ship rather than blow it up.
3. Diverting power: Another thing you see in Star Trek. Powering down weapons to make your shield stronger, or putting everything into engines to get away quicker. This would be a cool thing to add for starships and really make it stand out from normal combat.
Muser
|
I'm fine with anything Homeworld, nomadic space fleets, Paul Ruskay vs baglama, ancient star charts tracking not centuries but generations of travel, but I'd prefer ship vs ship, boarding, subsystems energy transversals, hydroponic science etc to get a big ol' splatbook.
Think about it...
Ultimate Starships
-everything mentioned before(except maybe Paul)
-loadouts & ship gear
-ship magic
-AI & VI
-robust space rules
-artifact ships, cursed doomsday class weapon platforms, etc
| Wei Ji the Learner |
Looking to the Lensman and Skylark series for inspiration, as dated as they are.
Tengu that have genetically modified themselves to have the skies again, but only in a gravity well.
Zero-g/microgravity combat.
Space 'Moo-rines' -- Minotaurs that have an innate knack for spatial awareness and make great navigators as a result.
| Odraude |
I'm fine with anything Homeworld, nomadic space fleets, Paul Ruskay vs baglama, ancient star charts tracking not centuries but generations of travel, but I'd prefer ship vs ship, boarding, subsystems energy transversals, hydroponic science etc to get a big ol' splatbook.
Think about it...
Ultimate Starships
-everything mentioned before(except maybe Paul)
-loadouts & ship gear
-ship magic
-AI & VI
-robust space rules
-artifact ships, cursed doomsday class weapon platforms, etc
idk, I'd rather get some of that in the core rules instead of having to spend more money for it.
| Grond |
I want to see Warhammer 40k inspired classes and ideas. Loyal Space Marines vs Chaos Space Marines for example. The Adeptus Mechanicus faction that embraces the machine over the flesh.
40k lets you have great melee options as well as "caster" ie ranged options. I would like to see that in Starfinder. Give me a chainsword or a laser sword.
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
|
I want to see ships equipped with fuel scoops flying dangerously close to a system star to ramscoop raw hydrogen.
Dangerously close?
You're thinking too small. :-)(Aside, I'd kill for the soundtrack to that show.)
| Luthorne |
I want to see units of measurement in metric. I like the use of (U.S.)standard measurements in Pathfinder, it seems to fit, but for a sci-fi kind of thing it's weird to not use metric. I have d20 modern/future and it always seemed strange that the game was not in metric.
I don't know if 1.524 meter steps has quite the same ring to it as 5-foot steps. Also we all know that all real science fiction should use units based off of Planck units. Obviously.
| DarkOne the Drow |
What I want to see is that all the new sci-fi rules and mechanics work with existing content. Just expanding on what is available already. Also being fully compatible also allows for many homebrew settings to evolve with greater mixture of genres without worrying about mechanics of different genres working together.
As for the setting, that would be challenging just to add sci-fi stuff. I see the approach used is to put the setting into the far future, allowing the civilizations to develop and progress towards sci-fi content.
| thedr |
| 1 person marked this as a favorite. |
I would certainly like the authors to consider making the classes cool. I don't want a soldier - I want a Cyborg, I don't want an Assassin - I want a Rifts Juicer, I don't want a Dr , I want a Hard light Holo Dr.
I want to battle Cyborg Liches , psychic mutants and living brains. An element of Steampunk works for me as does the rather excellent but long forgotten Doom 2099 comics.
Apocalyptic Settings - so research Rifts, 40K , Jack Vance's Dying Earth , Vampire hunter D
Also please take a look at those old fighting fantasy books - robot commando, star strider, starship traveler.
I am keen to have a cross over adventure with Pathfinder. Imagine playing the crew of a crashed starship interacting with Golarion.
I prefer a darker setting and fantasy blends and sci-fi. Numeria setting worked really well. Please continue that theme and that works for me.
Shisumo
|
| 2 people marked this as a favorite. |
Waterhammer wrote:I want to see units of measurement in metric. I like the use of (U.S.)standard measurements in Pathfinder, it seems to fit, but for a sci-fi kind of thing it's weird to not use metric. I have d20 modern/future and it always seemed strange that the game was not in metric.I don't know if 1.524 meter steps has quite the same ring to it as 5-foot steps. Also we all know that all real science fiction should use units based off of Planck units. Obviously.
When I've bothered to make this conversion in the past, for genre reasons, I've always just declared that 5 ft = 2 meters for conversion purposes. Humans can move 12m (6 squares) per move action, dwarves 8m, etc. It's close enough for government work.
CBDunkerson
|
I feel like a lot of people are forgetting that the whole point of this game is to be easily compatible with Pathfinder. I really doubt there are going to be any significant system changes.
Would you consider the system changes from D&D v3.5 to Pathfinder 'significant'?
After all... compatibility was a primary concern there as well.
| Luthorne |
Yeah, really depends on what you consider to be significant. So far we've heard a few things here and there...
On EN World, they have an interview with James Sutter, where he says...
We’re definitely changing some rules to make things better fit a science fantasy game. In Pathfinder, magic is everything. In Starfinder, a lot of things people used to use magic for are now handled primarily by technology, resulting in an overall reduction in the focus on spellcasting, though it’s still very much a part of the game. You’ll see changes to the combat system to make it more suited to futuristic weapons and gear, changes to the economy, changes to things like skills, and certainly changes to the way some things are presented to try and make them easier to learn. You’ll also see new rules systems to handle things like starship battles. But the intention is to make the game backward compatible enough that you can still take a monster from a Pathfinder RPG Bestiary and use it in your Starfinder game with minimal conversion.
And in an interview on Geek & Sundry, he's said...
One thing that will not be in there is the conventional Pathfinder magic item creation system. We’re tweaking the rules around gear and economics and magic. We want to make it a little less bookkeeping and a little more “sense of wonder.”
It seems like conversions will be necessary, but how much of one is hard to say thus far...different, but the same, seems to be the agenda, but the proportions of each? Well, looks like we've got awhile to wait to find out what the answers to that will be.
| Dexion1619 |
| 1 person marked this as a favorite. |
You know what would be amazing, is if every class was designed to be MAD, and the games "math" wasn't designed in such a way that the easiest path to being effective wasn't "Pump Stat X as high as possible".
It would be great too see two characters of the same class focused in totally different ability scores, but both effective in their own way.
| Lord Mhoram |
| 1 person marked this as a favorite. |
Another something I hope to see - lots of magic/fantasy in it. It is described as Science Fantasy, and I don't want the Science to overwhelm the fantasy. I was to see fantasy/magic as embedded in everything as science.
Hyperdrives that run on magical energies as well as matter/antimatter.
Enchanted fridges for cool rather than tech as it's cheaper than mass production.
Things like potions as common as medkits.
Mages using computers for spellbooks.
Ghostwheel from Amber.
Computers with enchanted circuits that make them run smoother.
I don't want to see Science vs Magic (old trope, one I am tired of) but magic and science/tech working side by side or even better, intermingled so tightly that just just by looking at it, you cannot tell if it is tech alone, tech driven by magic, enchanted tech or just a magic item.
| Dexion1619 |
| 1 person marked this as a favorite. |
Well, they have mentioned that you are likely to see magic runes etched into the magazine of a plasma rifle... which kinda makes a lot of sense. Think how much electrical energy is in a wand of shocking grasp.. it would make our Li-Ion batteries look pathetic.
"Have you thought about swapping out the charge core on your Gauss Rifle for a class 5 cell (Cl5)? You'll get a hell of a lot more punch."
"Maybe after we get paid for this job... I've been reluctant to upgrade until I know our Technomage can recharge the more powerful cell."
| Artemis Moonstar |
biotech, gene modding/splicing. I would love to see a class centered around temporary transformations using vials of spliced animal/beast genes.
and give me my power armor that isn't a friggen artifact!
Also... Giant mechs ranging from Gundams to Robotech Mecha to MechWarrior. And a class designed around this.
If there is not a Tesla-inspired lightning cannon and armor (with lots of lightning) I'm going to be upset.
I may be equally upset if i don't get a Lightning Chainsaw.
| Lord Mhoram |
Thinking mechanically here -
3.x really rewarded class dipping, and Pathfinder had strong mechanical encouragement to stay single classed.
What I would like to see is multiclassing (and prestige classes) aren't underpowered, but also not overpowering. A hard line to make, but if anything about pathfinder is a irritant it is the inability to mutliclass well.
| Siberian Husky |
Well, this has been probably said before but I would like to see more of a focus on ranged combat in Starfinder.
It has always bothered me some what when a science fiction game that is set thousands of years into the future and the best strategy for the game is to run up and hit the enemy with a sword.
And not some kind of lightsabre type sword but an old fashioned steel blade.
Don't get me wrong. I don't mind if it is in the game. A knife fight or hand to hand combat or even a duel using blades is easy to work in.
But if you are fighting a ship to ship battle the strategy shouldn't be to ram the enemy ship and fight the crew with axes and swords.