While making my previous post on the game's origins, I dug up some online references to StarForce: Alpha Centauri which reminded me of my original intentions for Psi Rangers. One of them, which had been particularly vexing in my attempts to finalize the new combat design for the overhaul, was that combat was supposed to generally end up with the loser being displaced or randomized, not destroyed.
I realized then that I had lost my way and turned Psi Rangers into just another space trading and piracy game which happened to be a little different in that the technology was based around psi abilities instead of ship hardware1. Done properly, the psi concept could be the basis for something truly Different, if only I hadn't gotten sucked into the familiar.
So I'm going back to first principles and redesigning from the ground up. This post will lay those principles out, which will also incidentally provide additional setting background and partially address the "Who are we? Why do we fight?" question. There are a number of concerns which I haven't fully resolved yet and, even where I have an answer, I'm open to better ones, so you are strongly encouraged to comment with suggestions, requests, or other feedback.
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