![]() The Prologue would recap the Blood Moon invasion of Earth and the home systems, with the distress calls to all non-aligned/remaining human colony groups and all known information on the necromorphs and markers sent as well in burst-comm signals. ![]() Their navy would be the reason they were able declare independence, having a reliance on large scale weaponry, including re-purposed planet-cracker and mining tech. They would be, basically, the last best hope of human survival. They would be a militant colony group, who had cast off Earth control through a dominant show of force before retreating behind their own borders. The armada would be sent from a colony group that had lost contact with, or was diplomatically distant. ![]() Abandoning Isaac and focusing on another Engineer and their role in surviving and fighting the Blood Moon invasion is a way to keep the scale a bit more intimate after it spiraled large in 3. The problem I mentioned is how to keep a game small when it's gone big. He could show up later and eventually become a co-op partner, or an NPC (which maybe you play for a chapter), and could even die after passing a torch to the player character, but the new protagonist should be a ship's engineer like Isaac who has not had direct contact with the Necromorphs.Īt the risk of pulling a new group out of nowhere, I was thinking the engineer (possibly female?) would be a lead or assistant-lead tech for a warship that's part of an armada heading to Earth to combat the arrived Blood Moons. So, had an idea: The next game wouldn't follow Isaac. Just joined a FB group and so saw one of their posts and realized that another entry has a huge task in how to remain centered around an engineer as the main character in a world that does necessitates straight on military action to have any chance of human survival.
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