Hello everyone!
Thought I would spend the afternoon answering any questions you may have about Starmourn! Feel free to post up comments and questions below and I'll do my best to answer them!
I'm sure the #1 question on your mind is "When are we opening?" - Soon! Most of our for-launch mechanical systems are all coded up now, but there's still a lot of content still to create before we'll be ready to launch. So when we're comfortable with how everything is looking, we'll start getting people in to play!
Let's see those questions!
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Comments
Will you always have a 'backup' ship?
Will "mods" on a ship be replaced as well under insurance? If they will be, will they at lease lose durability/be damaged so that eventually they get destroyed and players have to buy new mods?
(And I am speaking here of a map that shows the various systems and their planets already brought up on the wiki. I've already seen the general one on the website.)
More seriously, how good are my navigation systems gonna be?
Navigating known space is pretty easy though, you'll generally be able to see what's around you, and if you're so inclined, autopilot to get there.
You will have investible stat points, that are a product of your level, which is the main contribution to your various vitals and stats.
1. Will the BEAST eventually have different 'weighted' mech suits?
I've been watching a fair bit of Anthem stuff, so to summarize what I mean, will there be a Light, Medium, and Heavy BEAST? Sort of like.. Weaponmastery in Achaea. (probably something in the far flung future, at best)
2. Will combat be focused in a single room, despite props and elevation (barring relocation and other tactical stuff like that)? Or will there be a fair bit of ranged stuff too (room-to-room combat)
2, Combat's focused in a single room. There are ranged options, but they can just never really be dominant in a traditional room-by-room system. It's the nature of MUDs. It's really hard, in that kind of system, to provide an overview of the stuff around you (not just in your room) in a quick way that makes sense, especially when most MUD rooms have arbitrary exits, vs exits in all directions (even if some are blocked by walls or trees or cliffs or whatever).
Also, in Starmourn, unlike other our other MUDs, combat is an explicit state, which gives us the ability to alter things like movement speeds when you're officially 'in combat.'
What are some of the biggest 'lessons learned' from the other IRE muds over the years?
Which of.the IRE muds (possibly at particular points in time) do you think had the best pvp rules and/or methods of managing issues? (Achaea circa 1999 where there basically weren't any is not a valid answer... even though it kinda was the best).
Lessons learned... hrrm, tough one. Segregating and dividing people up into small pockets is probably a big one - you want your game to feel alive and thriving, which doesn't happen when people are spread too thin.
The current trend in Achaea seems to be going pretty well, with the RP PVP mindset (which is similar to some of the other games)