And several questions from me:
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the Arch - Do you plan some quests that deal with the fact that you are inside huge ship/space station? What if life support or energy system will have malfunction? What about hull integrity? What if the light will switch off and whole board(s) will fall into darkness? I think its an opportunity for nice quests and it will also help immersion because interiors on screenshots looks more like underground shelter.
Note - despite all the struggles for survival there could be someone (hero?) who is more reasonable and aware of simple fact - if the ship is damaged and wont reach the destination all people on board will probably die.
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Story - The game will start on Earth pre-exodus, am I right? In next chapter you will wake up from cryo. But… does it mean that you will uncover all secrets about pre-exodus in the first part of the game? I hope the story wont be as simple and straightforward as that.
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Sci-fi vs Retro - Do you plan to use some distinct sci-fi race (or entity) or other strong sci-fi element outside of retro-futuristic post-war culture (mutants dont count)? I think that the overarching story (ship going to paradise planet) is good opportunity for that to make even more distinct world (like 2/3 retro post-war, 1/3 sci-fi).
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RPG - What non-combat skills should we expect?
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RPG - Do you use basic attributes like Strength, Dexterity, Constitution… to calculate HP and other things (stamina?)?
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AI - Do you plan some kind of morale system for AI companions? For example - if morale is at low levels (or your hero has low charisma) they may refuse to attack if they will think its too risky (like frontal attack on turret). On the other hand if you attack first, they may be more inclined to follow you.
- The game is ambitious. I would advice to focus on singleplayer first and add co-op later. What do you think about that?
Good luck with KS and the development.