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View Full Version : Pioneers 1, 2, and Ragol, a story resource study...



Tenran
Jul 9, 2003, 07:59 AM
Okay, I don't know how many will find this useful, or if it's been done yet. If so, I didn't find it, but then I didn't have a whole lot of time to look for something like this yet. What this is intended as, is a common resource study of Pioneer I, Pioneer II, and Ragol, for use in aiding the writing of fanfiction, or even simply expanding the enjoyment of the game for those of us who like to ponder these little details.

As such, others are invited to comment, and even contribute if they so wish. In any event, on with the show...

Races: Humans - the oldest of the three general types of people, they tend to be hardier, and have force potential, but do not automatically recover either with any speed. Newman - A new type of genetically engineered people, with high force potential and the ability to rapidly recover their TP on the fly. Androids - Artificial, yet independant. Their ability to rapidly regenerate physical damage on the fly makes up for their utter lack of force potential.
Cyborgs who have enough of their original bodies replaced are effectively considered to be androids.

The Hunters Guild: Members and classifications.
Including hypothetical classifications.
For more indepth stat comparisons of the actual classes go here (http://www.pso-world.com/classes.php). HUmar - Front line fighters with modest Force potential. Stronger than their newman counterparts, with the ability to learn techniques that androids lack, but not the strongest in either power or techniques. Considered to be well ballanced. HUmarl - Just like the HUmar, only with a slightly higher accuracy rating and HP, but a noticably lower rating in power. Definitely faster, with less recovery time between moves. HUnewm - Highest technique potential of the Hunter class, with the ability to regenerate TP, but also the slowest recovery time between moves of all of them. Which is presumably why you don't see very many of them... HUnewearl - If you want speed and high Force potential in a front line fighter, with the ability to regenerate TP this is your woman. She is also reasonably accurate and very evasive. HUcast - Androids may not have any Force potential to speak of, but these baddies are veritable powerhouses in front line fighting, with the added bonus of status immunities, trap detecting, and HP regeneration. HUcaseal - similar to their male counterparts, if a bit lower in overall power. Hit close, hit fast, hit often, and evade with finesse, these are the traits of a well trained HUcaseal... RAmar - "Strike first and win." Getting that vital first shot in is imprtant to these marksmen. Preferably from as far away from the target as possible, and from a cover position. Still, when the enemy is closer, these Rangers have the ability to support themselves with techniques, and when push comes to shove, a handy saber can get rid of that uncomfortably close opponent... RAmarl - with a lower HP but higher TP than their male counterparts, these fine women really tend to prefer to kill anything before it gets close enough to warrent whipping out the odd saber. Beware those that like close combat, for they are either insane or very skilled... RAnewm - few newmen seem to consider marksmanship to be a worthwhile skill when their Force potential is so high. Why learn how to use a rifle effectively when techniques can eliminate opponents so effectively? Those few newmen who do enter this class face ridicule that those who become Hunters do not. RAnewearl - The attitude is the same as that for the male counterpart of this class... RAcast - While lacking techniques to back up there powerful ranged attacks, the ability to use traps and regenerate HP more than makes up for this lack. RAcaseal - As their "male" counterparts, but with a higher defence to counter their lower power. FOmar - Mage, Jedi, whatever. They feel the call to power. Good thing they are quick buggers, because their low health and defence can make their speed the only thing keeping them alive between techniques. FOmarl - Best close combat potential of the Forces, but that really isn't saying much... FOnewm - high technique power with excellent TP recovery makes up for the fact that they go down quick when you hit them. Maybe... FOnewearl - everything said about their male counterparts also applies here, only more so. FOcast - Not considered to be viable, as androids have no Force potential. Any Force using android would be strictly experimental and most likely plagued with all sorts of bugs and glitches... FOcaseal - See above note under FOcast...

Pioneer II: Section breakdown by industry.
(From a Hunter's perspective). Bluefull - Primary manufacturer of the partisan series, with a secondary production of rods. Wand production is so low though, that some must be imported... Greenill - Top Rifle producer, with a strong following in Daggers, but somewhat lacking in sword manufacturing. Oran - Manufacturers of very fine daggers, with a good follow-up in wands and swords, but few rods are made here. Pinkal - A leading producer of wands, and the location of the most comprehensive and accessable technique library. They have a good side-line of partisans, but their rifles are few and far between. Purplenum - This section produces many mechguns, and almost as many daggers, but swords and partisans are few and far between. Redria - Fine armors and shields are made here, with a fine follow-up in shot weapons, but dagger production is low. Skyly - Sword production is the pride and joy of this section, with a good follow-up in Rifles. Mechguns are not commonly made here. Viridia - A leading producer of Shot series weapons, with Partisan manufacture following close behind. They don't make very many slicers though. Whitill - Top manufacturer of slicers. numerous mechguns are also made her, but shot weapon production is low. Yellowboze - a leading economic center, where the messetta accumulates in greater quantities than anywhere else.

That will do for a start. Some questions that remain are: What are the other factors that differ between sections besides weapon production? What do the regular citizens take pride of for in their own sections? What are the "real" (fictional) reasons for why certain (hypothetical) classes are not seen among the Hunters, Rangers, and Forces? Just what does the military do, if they are not permitted to debark to Ragol in any signifigant force? While Pioneer II cannot go any further in the search for new worlds, are further Pioneer class coloney ships expected to arrive periodically? What are the (fictional) factors that drive some Hunters, Rangers, and Forces to operate solo while others form teams? Will anyone else contribute to this story resource study?
Really, comments and contributions are welcome, whether they be brief observations or in depth essays. Also, if any of our aspiring technical artists would like to try their hands at deck plans and/or section maps (for which they should have a relatively free hand, considering that we only get to see a small part of the inside of Pioneer II), I would be gratefull... http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif

Tangent

Logical2u
Jul 9, 2003, 11:52 AM
-Military: Almost every active military unit was brought on Pioneer 1 to 'Domesticate' the land, and also to aid in exploration. The fact that Pioneer 2 lacks military is due to the fact that Pioneer 1 was supposed to have already domesticated the world, therefore further military was not needed. However, I assume that there is a military presence on Pioneer 2, in the form of operatives from ships such as the Gran Squall. I assume that the Pioneer 1 military also was sent to investigate the monsters eminating from the ruins, and the Pioneer 2 military is to keep the peace.
-Pioneer 3: Pioneer 3 is already prepared to debark from Coral, much to the dismay of Heathcliff Flowen, who wanted to warn Coral. Further Pioneers will most likely debark once every 7 years (since 7 years is the space between P1 and P2) to planets other then Ragol due to the fact that once every millenium an evil force will regenerate.
-Other classes of Hunters (H,R,and F):
Ranewm: Due to their long recovery time, they would probably stay away from things like shots which already have a long recovery time.
Ranewearl: Their posistion of techniques and speed is filled by Ramarls and therefore are not needed in quantitys such as Ramarls.
-Id: Ids are not distrubited among the general population(I assume), but I would think that these are different copoparitions that produce different types of weapons (as you said), so maybe they sponsored the Pioneer Project. And the people who like in those sectors are workers in that company.

BOC
Jul 9, 2003, 03:22 PM
a few ideas from my own warped mind:

Pioneer ships:
as each ship seems to house 30 000 people, it would make sense that more pioneer ships are intended. With pioneer 1's success of ragol, pioneer 2 was sent. i believe that pioneer 3 and 4 would have already been constructed and ready to leave Coral, to speed up the evacuation process. However with the disappearance of pioneer 1, their departure from Coral may be prospond.

The hunters guild:
The guild is an independantly ran business that provides everyone with hunters, that can take care of things for them. from fecthing a cake - to investigating the disappearance of a family member. Hunters pay a monthly fee to the guild in order to gain access to job information and available facilities. It also authorises them to use weapons and techniques. The guild restricts its hunters through a leveling system, to encourage 'friendly' competition amoung hunters for jobs, as well as give a client an indication of how good the hunter they are hiring are (i.e. lvl 5 would suggest they are hiring a rookie, whereas a lvl 56 would be viewed as a better hunter). With a higher level, hunters can expect to recieve higher payment, access to better (and more dangerous) quests, as well as the permission to use better equipment. The leveling system also acts as a safety guard, preventing newbies access to areas that they would have no chance of survival in.

The PDA:
the PDA is a personal data assitant that most citizens of pioneer 2 carry with them. hunters are issued with a special kind of PDA upon joining the guild. it can be worn on the wrist, like a watch, carried in the pocket, or in the case of androids wired into their bodies, displaying information on a HUD (heads up display). The PDA is an invaluable tool to all hunters alike. it provides them with access to the BEE system (including the simple mail and radio communication abilities, and a guild card list), access to their electic currency account, their inventory/ null space, allow limited communication with their mag (such as feed or when to launch a photon attack), a limited radar, a quest board - were information can be stored and an indication as the health and tp levels. Importantly, the PDA records the number of enemies killed, allocating points to the level system depending on the enemy. once enough points are gained, a hunter achieve's a new level. The PDA then sends details of a hunters new level to the main guild computer.

Numan rangers:
a numan 'culture' seems to exist where that Numans that train as rangers are viewed as outcasts, who foresake their natural force abilities. Also as Numans have better force potential, they do not feel the need to specialise in the use of ranged weapons.

Numan males: (this is really only my own crack pot idea) Numan males are physically weaker than their female counter parts. This may be the reason why fewer Numan males become hunter or ranger classes.

FOcasts: Whatever androids do, they seem to do better than their human and Numan counterparts. Been stronger (as hunters) and more accurate (as rangers). Technically, their is no reason why androids cannot use techniques (certain robots in the mines can use techniques, as can mags), but it is believed that giving androids access to techniques would make it unfair on humans and numans, and possibly eliminate competition (for clients) when preforming guild jobs. Those FOcasts that do exist are deemed illegal and are usually quite glitched and inproper proramming to allow them to use their force abiliities.

Section ID's: All citizens of pioneer 2 are issued a section ID. A section refers to a section of the ship where the hunter claims residence. The section ID was introduced to help the new citizens of pioneer 2 to remember where they live, as well as acting as a security measure, as section ID's (the actual ID badge) can be tracked throughout the ship.

well there you have it, a few of my ideas about pioneer, the guild et al.

PEACE!!!

Tenran
Jul 9, 2003, 06:23 PM
On 2003-07-09 09:52, Logical2u wrote:

-Military: Almost every active military unit was brought on Pioneer 1 to 'Domesticate' the land, and also to aid in exploration. The fact that Pioneer 2 lacks military is due to the fact that Pioneer 1 was supposed to have already domesticated the world, therefore further military was not needed. However, I assume that there is a military presence on Pioneer 2, in the form of operatives from ships such as the Gran Squall. I assume that the Pioneer 1 military also was sent to investigate the monsters eminating from the ruins, and the Pioneer 2 military is to keep the peace.

Basicly a limited force meant to keep the peace during the journy, and then bolster the presumably already established force already present on Ragol had things gone to plan. Except that they hadn't, and now they find that they do not have the resources to both maintain civil order on Pioneer II and deal with whatever happened to Pioneer I.

An excellent supposition. Perhaps, if word is sent back, some of the later Pioneer class ships may have a larger percentage of military forces among the total population. Or a military escourt ship may be contracted to provide suplimental forces that need not be tied down in maintaining civil order.

In the mean time, I expect that Pioneer II may be attempting a military recruitment drive, but with only a population of 30,000 people in total, most of which were probably not interested in joining the military (or they would have signed up out of bordom during the trip to Ragol)...



-Pioneer 3: Pioneer 3 is already prepared to debark from Coral, much to the dismay of Heathcliff Flowen, who wanted to warn Coral. Further Pioneers will most likely debark once every 7 years (since 7 years is the space between P1 and P2) to planets other then Ragol due to the fact that once every millenium an evil force will regenerate.

In other words, it is too late to really stop Pioneer III from coming to Ragol, not to mention that Pioneer II cannot really expect signifigant military reinforcements from them either.



-Other classes of Hunters (H,R,and F):
Ranewm: Due to their long recovery time, they would probably stay away from things like shots which already have a long recovery time.
Ranewearl: Their posistion of techniques and speed is filled by Ramarls and therefore are not needed in quantitys such as Ramarls.

While this covers what they do when they do become Rangers, it does not really go into why they are so little represented in this particular field.

Still, every little bit helps! http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif



-Id: Ids are not distrubited among the general population(I assume), but I would think that these are different copoparitions that produce different types of weapons (as you said), so maybe they sponsored the Pioneer Project. And the people who like in those sectors are workers in that company.


This would most likely be the case if the section IDs were part of the Hunter Liscenses.

And now on to BOC's contribution!



On 2003-07-09 13:22, BOC wrote:
a few ideas from my own warped mind:

Pioneer ships:
as each ship seems to house 30 000 people, it would make sense that more pioneer ships are intended. With pioneer 1's success of ragol, pioneer 2 was sent. i believe that pioneer 3 and 4 would have already been constructed and ready to leave Coral, to speed up the evacuation process. However with the disappearance of pioneer 1, their departure from Coral may be prospond.

So, Pioneer II may see either III, III & IV, or neither of them some time in the next seven years. I'm inclined to agree with Logical2u that it may be too late to stop the Pioneer III (and perhaps IV) from coming to Ragol. 30,000 or 60,000 people already selected and ready to go when the planet is slowly dying is not something that the remaining leaders would want hanging around stiring up dissent among an already troubled populous.

Further Pioneer class colony vessels after these may or may not come to Ragol. No doubt some will be launched towards other likely star systems, but if the situation seems desperate enough, they will definitely be keeping Ragol in mind.

After all, Dark Fals was successfullymoved at least once...



The hunters guild:
The guild is an independantly ran business that provides everyone with hunters, that can take care of things for them. from fetching a cake - to investigating the disappearance of a family member. Hunters pay a monthly fee to the guild in order to gain access to job information and available facilities. It also authorises them to use weapons and techniques. The guild restricts its hunters through a leveling system, to encourage 'friendly' competition amoung hunters for jobs, as well as give a client an indication of how good the hunter they are hiring are (i.e. lvl 5 would suggest they are hiring a rookie, whereas a lvl 56 would be viewed as a better hunter). With a higher level, hunters can expect to recieve higher payment, access to better (and more dangerous) quests, as well as the permission to use better equipment. The leveling system also acts as a safety guard, preventing newbies access to areas that they would have no chance of survival in.

Some solid ideas here! Definitely something that could be worked with. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif



The PDA:
the PDA is a personal data assitant that most citizens of pioneer 2 carry with them. hunters are issued with a special kind of PDA upon joining the guild. it can be worn on the wrist, like a watch, carried in the pocket, or in the case of androids wired into their bodies, displaying information on a HUD (heads up display). The PDA is an invaluable tool to all hunters alike. it provides them with access to the BEE system (including the simple mail and radio communication abilities, and a guild card list), access to their electic currency account, their inventory/ null space, allow limited communication with their mag (such as feed or when to launch a photon attack), a limited radar, a quest board - were information can be stored and an indication as the health and tp levels. Importantly, the PDA records the number of enemies killed, allocating points to the level system depending on the enemy. once enough points are gained, a hunter achieve's a new level. The PDA then sends details of a hunters new level to the main guild computer.

Nice. Perhaps we may assume that the null space storage is a limited space mini-transporter account. In which case, the Hunter's guild has decicated inventory transporter lockers for each registered member.

Not the same thing that automatically rescues Solo operatives and sends them to medical when they become critically injured in the field. Which apparently not all Hunters (HU, RA, & FO) has, or some of those missions would not be neaded.

Also, Black Paper would have a much harder time capturing Hunters to sell into slavery (among other things).

More on this later...



Numan rangers:
a numan 'culture' seems to exist where that Numans that train as rangers are viewed as outcasts, who foresake their natural force abilities. Also as Numans have better force potential, they do not feel the need to specialise in the use of ranged weapons.

This should really be explored further. The idea has merit, but thus far, both you and I have yet to add real substance to a newman culture that would make this view seem like a natural outgrowth of such.



Numan males: (this is really only my own crack pot idea) Numan males are physically weaker than their female counter parts. This may be the reason why fewer Numan males become hunter or ranger classes.

Possibly...



FOcasts: Whatever androids do, they seem to do better than their human and Numan counterparts. Been stronger (as hunters) and more accurate (as rangers). Technically, their is no reason why androids cannot use techniques (certain robots in the mines can use techniques, as can mags), but it is believed that giving androids access to techniques would make it unfair on humans and numans, and possibly eliminate competition (for clients) when preforming guild jobs. Those FOcasts that do exist are deemed illegal and are usually quite glitched and inproper proramming to allow them to use their force abiliities.

Actually, I just assumed that those robots in the mines were: Equiped with slow charging mining equipment such as lasers and electrical discharge effects (which is what the tageting laser is for - not to find the target so much as to pre-ionize the air so that the electrical disgargge goes where the robot wants it to... Infected by possessing entities, from which the Force abilities would come.

In any event, your idea is interesting, but debatable. I would like to see explorations of ideas that support either view...



Section ID's: All citizens of pioneer 2 are issued a section ID. A section refers to a section of the ship where the hunter claims residence. The section ID was introduced to help the new citizens of pioneer 2 to remember where they live, as well as acting as a security measure, as section ID's (the actual ID badge) can be tracked throughout the ship.

Well, yes, but what else to those sections do?



well there you have it, a few of my ideas about pioneer, the guild et al.

PEACE!!!


And I thank you both for your contributions! http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif

Next questions: How can a criminal orginization like Black Paper exist on Pioneer II? What kind of market drives exist on the second colony ship to warrent the expense of acquiring otherwise combat capable Hunters (HU, RA, & FO) as potential slaves and involuntary organ doners? What do the regular citizens of Pioneer II do in their day to day lives? Since moving on is apparently not an option, what are Pioneer II's ongoing plans for settling Ragol? Or is there a secret plan to salvage enough resources from Pioneer I and the ancient derelict to enable Pioneer II (and possibly III & IV as well) to move on?

Comments on these, and perhaps further explorations of the original questions, are welcome! http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif

BOC
Jul 10, 2003, 02:25 PM
Next questions: How can a criminal orginization like Black Paper exist on Pioneer II? What kind of market drives exist on the second colony ship to warrent the expense of acquiring otherwise combat capable Hunters (HU, RA, & FO) as potential slaves and involuntary organ doners? What do the regular citizens of Pioneer II do in their day to day lives? Since moving on is apparently not an option, what are Pioneer II's ongoing plans for settling Ragol? Or is there a secret plan to salvage enough resources from Pioneer I and the ancient derelict to enable Pioneer II (and possibly III & IV as well) to move on?


*note that i have a few guinness in me, so i seem to be talking crap, i probably am *hic* http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif. least i can still type.*

How can a criminal orginization like Black Paper exist on Pioneer II?
It may entirely be possible that black paper is allowed to exist on pioneer 2, as this illegal organisation may have connections with the government itself. for example buying off the principle to look the other way, or even providing it with 'services' such as providing organs for the medi-centres. It must be recognised that Pioneer II is a city sized ship. so it should be easy enough for criminals to hide, and it is quite possible that black paper members have ways of bypassing security measures on P2.

When hackers or hacked weapons are used in fics, i believe that it would be good to use black paper for this. for example, that black paper sells hacked weapons to hunters and can hack into the guild database to alter level clearance.


What do the regular citizens of Pioneer II do in their day to day lives?
i feel this can be broken down into 3 main catergories:

jobs:
In the game, the woman who stands outside the guild say because jobs are not common onboard, that is the reason that the guild is allowed to operate. it may be just the booze talking, but it is quite possible that many 'regular' citizens are indeed hunters.
another consideration would be employment in the police or military.
Food production may also be a main source of employment on P2, as the population must eat, and storing food for a seven year journey may not be feasible.
Pioneer is a REALLY big ship, many people must be employed to over see its running, thus providing more jobs.

Housing:
To insure that as many people as possible could travel, it would be suitable that most citizens live in apartments. the may be of varying sizes, with families recieving bigger places, with androids (who do not need as much space, due to lack of kitchen, bathroom, bedroom, etc.) may be given smaller areas. The few privilaged may live in actualy 'houses' on board or similar housing.

Social life:
Much like anywhere: bars, cinemas, parks, theartes, a general staduim for sports, arcades, restaurants, cafes, etc.

gota roll here, may answer the last questions later

PEACE!!!

Logical2u
Jul 10, 2003, 02:38 PM
3. An interesting question... I suppose they would settle on Ragol since DF and OF are dead...

Tenran
Jul 11, 2003, 04:58 AM
On 2003-07-10 12:25, BOC wrote:

*note that i have a few guinness in me, so i seem to be talking crap, i probably am *hic* http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif. least i can still type.*

I'll try to keep that in mind, although in this particular case I think that you may be being a bit too hard on yourself. Either that, or it's an example of self-depreciating humor. Hard to tell sometimes in a post...



How can a criminal orginization like Black Paper exist on Pioneer II?

It may entirely be possible that black paper is allowed to exist on pioneer 2, as this illegal organisation may have connections with the government itself. for example buying off the principle to look the other way, or even providing it with 'services' such as providing organs for the medi-centres. It must be recognised that Pioneer II is a city sized ship. so it should be easy enough for criminals to hide, and it is quite possible that black paper members have ways of bypassing security measures on P2.

When hackers or hacked weapons are used in fics, i believe that it would be good to use black paper for this. for example, that black paper sells hacked weapons to hunters and can hack into the guild database to alter level clearance.

Some good points, and if I remember some of the story elements behind the history of Pioneer I's launch and activities, there is at least one political and/or military faction that is ruthlessly exploiting the whole colony program in an attempt to get at a possible "super weapon." Black Paper may have actually been invited along, with a promice of a more or less "free hand" in deeling with potential trouble makers. Not evey Black Paper member even needs to be aware of this.

Any more suppositions, anyone? This is only one possibility - there may well be more...



What do the regular citizens of Pioneer II do in their day to day lives?
i feel this can be broken down into 3 main catergories:

jobs:
In the game, the woman who stands outside the guild say because jobs are not common onboard, that is the reason that the guild is allowed to operate. it may be just the booze talking, but it is quite possible that many 'regular' citizens are indeed hunters.
another consideration would be employment in the police or military.

Possibly, or it may be that many were spending the voyage training for waiting jobs that disappeared when the Pioneer I disaster occured.



Food production may also be a main source of employment on P2, as the population must eat, and storing food for a seven year journey may not be feasible.
Pioneer is a REALLY big ship, many people must be employed to over see its running, thus providing more jobs.

To these I will add employment as researchers and designers.

There are probably quite a few jobs that are required on Pioneer II. My view on the woman outside the Hunter's guild is that, even with the colony ships as big as they are, only so many people are needed to run the ship or maintain civil authority.

The bulk of the Hunters Guild's initial membership was most likely those citizens whose job it was going to be to actually explore Ragol. Everyone on Pioneer I would have either been tied up with setting up ground facilities or investigating the "secret of the Ruins." Which is to say, Pioneer I probably had a Hunters Guild with a much smaller membership that that of Pioneer II.



Housing:
To insure that as many people as possible could travel, it would be suitable that most citizens live in apartments. the may be of varying sizes, with families recieving bigger places, with androids (who do not need as much space, due to lack of kitchen, bathroom, bedroom, etc.) may be given smaller areas. The few privilaged may live in actualy 'houses' on board or similar housing.

This is good. Anyone care to expand on these thoughts? I would, but at the moment, I'm getting tired...



Social life:
Much like anywhere: bars, cinemas, parks, theartes, a general staduim for sports, arcades, restaurants, cafes, etc.

Yet more jobs.

Feh... too tired to think of any more promting questions without risking repeating myself, so all I'll say at this point is that all of the previous questions still stand. Plus one:

Can anyone else think of other things about the setting of PSO that should be pondered in this thread? Whether social, political, technical, geographical, or whatever?

Sharkyland
Jul 11, 2003, 07:09 PM
I'll give this a shot even though some of it may have been said and some of it may be new.


What are the other factors that differ between sections besides weapon production? What do the regular citizens take pride of for in their own sections?

- I really don't know much about this. But I kind find it silly when you kill some enemies and they just give you 'that' type of stuff. (Whoa, a mothmant just gave me the photon launcher... yeah right though it is possible for some of the enemies on Ragol to swallow the items.) Though I do agree with some of the comments made, it's almost like a category database where you can find stuff easier though when people begin to have the same names, I think that will cause some problems. As for the citizens of Pioneer 2, I really don't know though I guess their function is basically work and reproduce.


While Pioneer II cannot go any further in the search for new worlds, are further Pioneer class coloney ships expected to arrive periodically?

- Satellites were sent out when this urgent matter (of moving) has come up on Coral; therefore, equipped with the right sensors, they were sent out to analyze data of planets they pass (similar to Voyager I & II, IRL). Of course with the satellite giving destinations, probably Pioneer 2 has somewhat of limited amount of supplies, but I really don't know much about that either.


What are the (fictional) factors that drive some Hunters, Rangers, and Forces to operate solo while others form teams?

- I guess sometimes when you are a novice, you might want to team up with people. Some probably just want to show others that they can handle stuff by themselves. Others could probably can't find others to go with them. And some jobs are probably good alone, like small tasks (i.e., run to the grocery store to grab some bread for a disabled person,).

Sharkyland
Jul 11, 2003, 07:21 PM
How can a criminal orginization like Black Paper exist on Pioneer II? What kind of market drives exist on the second colony ship to warrent the expense of acquiring otherwise combat capable?

- During one of the quests, you find out that there are some people who aren't citizens of Pioneer 2. Could they be some of them? Probably. Though with money still being a huge factor in some organizations, I have a feeling that some of them bribed officals to get on Pioneer 2 or were stoleaways. I really don't know much about Black Paper, but from what I heard from someone is that they are somewhat like the Black Market, IRL. I guess hunters are hired as mercenaries, theives, and other stuff.


What do the regular citizens of Pioneer II do in their day to day lives?

- Work, reproduce, and maintain the spaceship. Though if Pioneer 1 and 2 were like Noah's Ark, there is a lot of things that we really don't know about Pioneer 1 and 2. I know that some of the scientists would love to have some of the animals that lived on Coral be preserved rather than to die. I know that the army could be going to Ragol in search of making a stronger weapon and probably used the excuse to find more resources. Also don't forget about education and entertainment. Would find it hilarious to see Pioneer 1 & 2 have no school system. *begins to think of a MAG obedience school and dies laughing, is your Mag having trouble with it's synchro and IQ, then bring it to the Pioneer 2's MAG obedience school*


Since moving on is apparently not an option, what are Pioneer II's ongoing plans for settling Ragol? Or is there a secret plan to salvage enough resources from Pioneer I and the ancient derelict to enable Pioneer II (and possibly III & IV as well) to move on?

- First of all, Ragol isn't a planet. It's a spaceship unless it's a planet that was dug into to be made a spaceship. Looking by the size of Pioneer 2 and the planet Ragol, it seems that Ragol is very, very huge. Though I'm really hoping that Episode 3 will describe some of this stuff for us.

<font size=-1>[ This Message was edited by: Sharkyland on 2003-07-11 17:30 ]</font>

Sharkyland
Jul 11, 2003, 07:28 PM
Here is a topic that might interest you...
Story of PSO (http://www.pso-world.com/viewtopic.php?topic=51563&forum=12) & Mag: Creature or Robot? (http://www.pso-world.com/viewtopic.php?topic=54361&forum=12&14)



<font size=-1>[ This Message was edited by: Sharkyland on 2003-07-11 18:08 ]</font>

Tenran
Jul 11, 2003, 07:47 PM
On 2003-07-11 17:21, Sharkyland wrote:

- During one of the quests, you find out that there are some people who aren't citizens of Pioneer 2. Could they be some of them? Probably. Though with money still being a huge factor in some organizations, I have a feeling that some of them bribed officals to get on Pioneer 2 or were stoleaways. I really don't know much about Black Paper, but from what I heard from someone is that they are somewhat like the Black Market, IRL. I guess hunters are hired as mercenaries, theives, and other stuff.

More possibilities...



- Work, reproduce, and maintain the spaceship. Though if Pioneer 1 and 2 were like Noah's Ark, there is a lot of things that we really don't know about Pioneer 1 and 2. I know that some of the scientists would love to have some of the animals that lived on Coral be preserved rather than to die. I know that the army could be going to Ragol in search of making a stronger weapon and probably used the excuse to find more resources. Also don't forget about education and entertainment. Would find it hilarious to see Pioneer 1 & 2 have no school system. *begins to think of a MAG obedience school and dies laughing, is your Mag having trouble with it's synchro and IQ, then bring it to the Pioneer 2's MAG obedience school*


For the most part, these are far too general. As observations, they are sufficiant, but as this is intended as a story resource thread, some particular possibilities would be more useful. Such as the addition of education and Mag training as occupation suggestions.



- First of all, Ragol isn't a planet. It's a spaceship unless it's a planet that was dug into to be made a spaceship. Looking by the size of Pioneer 2 and the planet Ragol, it seems that Ragol is very, very huge. Though I'm really hoping that Episode 3 will describe some of this stuff for us.


Really? I was under the impression from reading Rico's messages and the various back story guides that only the so-called "ruins" themselves were the ancient space ship. Could someone please clarify or confirm this?

Sharkyland
Jul 11, 2003, 08:04 PM
Really? I was under the impression from reading Rico's messages and the various back story guides that only the so-called "ruins" themselves were the ancient space ship. Could someone please clarify or confirm this?

Yes, Rico says it's a ship basically a living tomb of some sort. There are a lot of curious things that I really don't know how it go there. But looking from the outside, it just looks like a planet.

- Well, considering that there is a 'sun' providing light to the planet. We don't actually know how big the 'sun' is and if it has any gravitational affect on Ragol. Dunno if there is a moon around. But it could've eventually be flown here (because it's a spaceship). And if it's a tomb or some sort containing someone really bad like the past ancient civilization that has been living on it... wouldn't it be better just to send it to the nearest sun where it can fry or through a black hole... but from all the Phantasy Star stuff, it seems Dark Falz is one of those evil being that comes every so and so years. (yeah fly it to the sun so all the rappies can roast ;_;)

- Where are the Ruins? Are they located in the middle of the planet? I mean if you're living on the Earth, for example, and you go to the center of the center you find that emmense pressure due to the gravity has produced a hot core. I guess this emmense pressure is a suggestion on how magma shoots out producing volcanoes and lava flows. Of course, they leave so much out. Though considering that Pioneer 2 stuff is more advanced than ours and there could be a gravitational and pressure control unit so when people walk into it that people wouldn't be crushed.

<font size=-1>[ This Message was edited by: Sharkyland on 2003-07-11 18:06 ]</font>

Musashi_D
Jul 11, 2003, 08:18 PM
- First of all, Ragol isn't a planet. It's a spaceship unless it's a planet that was dug into to be made a spaceship. Looking by the size of Pioneer 2 and the planet Ragol, it seems that Ragol is very, very huge. Though I'm really hoping that Episode 3 will describe some of this stuff for us.


Come on, man. Don't be dumb. Ragol is a planet, that's just a big spaceship that went underground.

-Another thing to quote on, just for the record, don't forget that in the ruins, there is a huge hole that leads to the surface: it's where the blast came from... don't you remember? It's like the waterfall-like area in the ruins. People seem to forget that...

Tenran
Jul 11, 2003, 08:34 PM
And here I thought that the ancient space ship had been buried in Ragol specifically to try to hide it from potential explorers who might come and unwittingly unseal Dark Falz from his prison/tomb.

It seems far more likely that they didn't take into account the long term effects that imbedding a ship that big into a planet would have on the local geography (causing anomolies that attracted attention to the very thing that they were trying to hide). Low pressure volcanic activity, extensive caverns with a really wide range of contained environments, particularly for a reletively small geograghical area, and imbedded high/low density pockets that seizmic and/or sensors could easily detect.

Pioneer I could easily explain away it's choise of landing spots and the mining activity due to the low pressure volcanism. Geothermal heat would be a great free energy source from a stable volcanic region, which some of the scientists would no doubt have been happiliy studying. Not much wonder why they failed to recognize what other scientists and the military were doing until it was far too late...

Not that the idea of the entire planet of Ragol being a space ship isn't intriguing. I just find it unlikely that the ancient civilization that imprisoned Dark Falz would have bothered actually making an entire viable planet for just this purpose when finding such a world and burying a much smaller (but still huge) space ship would be so much easier.

Okay, new excersizes: Ideas that support Ragol as an artificial planet / planetary-scale space-ship. Ideas that support Ragol as being the destination of a super-scale space-ship, which was then buried and abandoned.

As before, all previous questions are still open for exploration. This story resource thread is meant to help provide inspiration and prod imaginations for our story writers and artists, so just because I may personally disagree with an idea doesn't make it a bad one. And open debate on these matters hardly hurts anything. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif

Outrider
Jul 11, 2003, 09:52 PM
Just a few things I thought of...

What's the deal with Newmans? They have a shortened life-cycle, as they grow to a full adult within one year. Could this be a reason why they don't go into the Ranger profession very often? Perhaps their strong magic is what keeps them alive. If it's not nurtured on a regular basis, it'll eventually go dormant, and eventually the Newman will die. Or perhaps, that was only true with the original Newmans, and that defect has been genetically removed, so they don't have to use their magic to stay alive. However, it's still sort of a tradition among the Newmans to do so, which explains why there are so many FOnewm and FOnewearls. If this is the case, we can assume that Newmans were usually only Forces, and only recently have they become Hunters. But the question rises... how long have Newmans been around for? And also, how long have people been becoming these classes that the Hunter's Guild gives? Did the Guild even exist before the Pioneer project?

Small thing - I forget who, but somebody mentioned sporting events. I guess that "Lobby Ball" game could be one of the major sports? And Battle/Tournaments could be big, especially since it was just announced that in Episode III, you can view ongoing tournaments and battles.

Again going to Episode III, if it takes place 21 (or something like that) years later, I guess we can assume that the future of those on Pioneer II is to stay on Pioneer II. How? No idea. It can be assumed that it's not meant to be used as a permanent living area. Perhaps they had to quickly adapt the ship to prevent everyone from dying. Hiring Hunters to go on regular supply runs to Ragol could be a logical step. And to help with the growing population... that is, assuming these people will be reproducing... Hunters could salvage remains from the residential areas on Ragol and add them on to Pioneer II.

Um... ok, I think that's everything for now. Geez... reading this stuff makes me want to do something fan-related.

Sharkyland
Jul 11, 2003, 10:29 PM
Hmm, never thought about THAT having a spaceship embed itself into the planet... that would probably make the mines part of the spaceship or be mines leading to the spaceship.

---

Sounds like an interesting idea about the Newman theory, though it wasn't discussed much in Phantasy Star IV when Rika, the Newman appeared. Though how they are born is probably not through birth, but maybe through a test tube (genetic engineering). Though it's still a mystery if Newmans are able to reproduce, but I wouldn't be surprised if it wasn't that much different from a female human's reproductive organs. Though mostly I thought they were like elves in some way, but instead of being old and already an adult, they are young when they are somewhat an adult. Everything is a mystery...

IceBlink
Jul 12, 2003, 08:05 AM
On 2003-07-11 17:09, Sharkyland wrote:
- I guess sometimes when you are a novice, you might want to team up with people. Some probably just want to show others that they can handle stuff by themselves. Others could probably can't find others to go with them. And some jobs are probably good alone, like small tasks (i.e., run to the grocery store to grab some bread for a disabled person,).

Don't forget that money is a factor. Greed is quite dominate in a lot of the people of Pioneer 2...

Another thing to note about the Principal is that he seems to be quite unknowing of certain things on the shop. Is his position one of importance, or just a figurehead position so that "the powers that be" can manipulate him without him knowing, and if required, have him be a scapegoat?

Chief Natasha, however, is more connected with the government, having both Kireek (confirmed member of Black Paper) and Sue (possible member) on her payroll. What are her motives? o_o

When you think about it, just the people alone are enough to draw up many questions. ^_^ Perhaps you could concentrate into that area for a while?

Logical2u
Jul 12, 2003, 08:31 AM
1. I think that Ragol was BUILT around the Dark Falz ship, and ragol was built in with natural defense mechanisms (Dragon, native animals) that activate once people land to scare them off.
2. Newmans obviously do not live irregular lifes, otherwise, there would be no newmans of Pioneers 1 and 2 because it is a a 7 year trip and Dr.Osoto (he's a Fonewm, isnt he?) would be more worried about living to the next day then he is to turn enemy parts into weapons. THe theory is, is that the Hunewearl in that quest, who says I could die any day now, was made by Black Paper and therefore is a lower quality newman.

Outrider
Jul 12, 2003, 03:34 PM
Err... I'm not so sure about that. I'm pretty sure the basis of that comment was that since a Newman ages fully within a day, their life-spans aren't set in stone. I can only assume the reason there are certain Newmans that go on with their lives is simply that they want to try and live a normal life. People with terminal diseases will often try and keep things as normal as possible to try and enjoy life with what little they have left. Or maybe the short life-span could even be a reason as to why there are so many Newman Hunters (in the generic sense.) These Newmans could possible be going with the idea that since they're going to die anyway, they may as well just do dangerous stuff.

Sharkyland
Jul 12, 2003, 04:26 PM
1. I think that Ragol was BUILT around the Dark Falz ship, and ragol was built in with natural defense mechanisms (Dragon, native animals) that activate once people land to scare them off.

I thought I remember doing a quest that all the animals were friendly once Pioneer 1 had landed on Ragol, but when that explosion took place, they became psycho (well those who were in the explosion).

Kadou
Jul 12, 2003, 06:35 PM
My belief about Dark Falz's ship is that another civilization on a different planet managed to imprision DF and all the D-cellular lifeforms in an organic space ship and sent it into space without any set destination. The ship impacted Ragol and made a fairly large crater which was filled when the debris from the impact settled, and through natural changes over the next millenia. Also, for those that agree that Ragol is a planet, the ancient civilization couldn't have lived on Ragol. Otherwise, the tomb would be simply a tomb, not a space ship.

I don't know very mcuh about Newmans, so i won't say anything about them.

Musashi_D
Jul 12, 2003, 09:33 PM
Dude, seriously... Ragol is a planet, and the spaceship just crash landed on Ragol. That's the whole point.

Tenran
Jul 12, 2003, 11:22 PM
Now now, please do not start an arguement. I asked for ideas and/or evidence that would support either view. The idea of which is so that our aspiring writers and artists could draw on a resource that helped lend structure to the stories and art that they wanted to share with us.

I know from playing the game (PSO v2), reading all the capsules, and talking to everyone, that the cannon version of events states that Ragol is a natural planet, and that the 'ruins' are actually an ancient space-ship that was somehow buried deep under the surface in an attempt to prevent what finally happened anyway.

However, the idea that Ragol itself is artificial is an interesting one, so I'm encouraging the people who want to explore that view to try to come up with a foundation to act as a resource for those writers who would like to follow this alternate view. This, despite the fact that I myself prefer the cannon variation presented by the game designers.

Remember, this thread is intended as a story resource guide for use by fan authors and artists. Not a cannonical study or a debate where one idea must defeat another. All I ask is that the ideas show some merit as something that could have resulted in the current situation with Ragol and Pioneers I & II.

Now, onto the subject of Newman lifespans: Okay, the fact that Newmen achieve thier full maturity within a day of being born is news to me (I honestly had no idea, not having played the previous games). From one stand point, this would tend to imply that their life-cycles have been artificially abriviated in favor of the evolutionary advantage of being able to defend one's self and reproduce that much sooner. However, in a society where such wild promiscuous behavior was most likely not the intended result, such a short-curcuited path would be undesirable, so the opposite end of the genetic programming was also interfered with. Newmen have no idea how long they are going to live as individuals, because some will die within months or years, while others may potentially live long enough to see the next coming of Dark Falz. Or the next three or four dozen such events for that matter. Unlikely, but it is a possibility. I expect that stabilizing this aspect of Newman genetic aging will continue to challenge their scientists until their lifespans are finally stabalized to a comfortable duration.

Either that, or Newmen may end up being required to wait until they reach at least a minimum actual age before they lend there genes to the reproductive pool, simply to give their offspring some assurance that they will probably live at least that long...

Okay! Keep those ideas coming in! http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif



<font size=-1>[ This Message was edited by: Tenran on 2003-07-12 21:27 ]</font>

Musashi_D
Jul 12, 2003, 11:36 PM
Okay, okay, fine, fine, sorry for being all mean-style. But I zealously believe that Ragol is a real planet because the true storyline of PSO states just that. The idea of artificiality is, actually, quite interesting, and creative.

Anyway, how about the ideas of weapons and stuff?

How come items, weapons, and armors show up as like blue, green, or orange capsules?

An idea on this, on my part, would suggest that they are stored in these capsules. When you equip your weapon, they seem to warp to your hands.

So, that brings me down to my point. Once you open a capsule, the item inside is warped to where you command to warp to. Whether it is armor that warps around you, a weapon that warps to your hands, or an item that warps into your hand, the fact remains that the items are stored away in these capsules.

Now that brings us to the question, "Why do monsters have these capsules?"

We can already speculate that the boxes already contained these items to store them, which is a no brainer. Boxes store stuff in real life, for god's sakes.

So why do monsters have them?

Idea #1 (Already been brought up somwhere): The idea that the monster possibly swallowed the item, weapon, or armor.

Idea #2 : The energy emitted from a monster's death gathers into a consentraited field. Some sort of device installed on either Pioneers 1 or 2 or the central dome then mix that energy with their own databases and match both energies as best they can. Then, after a match is aquired, the item is made, and a capsule appears to house that same energy. Once this capsule is opened, the energy is finally fully put together with the physical world and becomes the item, weapon, or armor that is made.


Here's a bright question: On Episode 2, how do you bring items, weapons, or armor, gained from virtual reality (VR Temple or VR spaceship), duplicated in the real world?

I say that possibly can somehow be entertwined with idea #2. Maybe random energy can be generated in the real world, while the character is in virtual reality, and gathered into the capsules just as with the dead monsters on Ragol. It's as if the VR makes free items, weapons, or armor for the VR participant as a reward.

Maybe we can expand on this?

Sharkyland
Jul 13, 2003, 12:00 AM
Refering back to a Newman's Life span... mostly I'm just taking all my data from what I learned from the previous Phantasy Stars.

- Nei from Phantasy Star II has an unknown origin, but she stays with Rolf (main character) until she sacrafices herself (*cries*).
- There seems to be no Newmans in Phantasy Star III though this is the introduction of the cyborgs and androids. Though there was a little thing about certain raises that could cast magic but were weak in power (Layan) and another race that had more power but no magic (forgot the other race).
- Phantasy Star IV, Rika called a newman was created by a computer and her life began once she got out of her incubator/test tube/etc. (she joined your party at age 1)... though my guess is the fact that the incubator/test tube is like a mother's womb, but for inserting the brain with intelligence could be done.

---

Weapons & Armor:
- I've always thought that the monsters ate the items and money.
- I think the green, red, orange, and blue boxes are just to differentiate what's in them by the creators of the game though I wish they put magic in a different color.
- I also think that you know the capsule system in Dragonball Z the pill thingie forgot what it was called.

<font size=-1>[ This Message was edited by: Sharkyland on 2003-07-12 22:06 ]</font>

Musashi_D
Jul 13, 2003, 12:18 AM
Well, yeah, man, it's somewhat like that, but obviously more serious than "poof" "Oh my god, there's a motorcycle"...

-.-;

lol

IceBlink
Jul 13, 2003, 04:40 AM
Perhaps items are integrated into part of the technology your character carries. It's established that regardless of looks, your character is using several things.

-Portable navigation system (map function, updated automatically where you go. Presumably, Elly Person's PNS is more advanced, since she probably illegally altered hers ^_^; )

-basic defence barrier (even if you're not using a shield, if your evade is high enough, you can 'block' physical attacks with a flash. Powerful attacks, however, break through this barrier easily)

-Communication with the ship (the PDA idea above? Regardless, allows messages sent through BEE, a data transporting system, similiar to email. Presumably in the future, it's voicemail, since Elly's messages from CAL are broadcasted to both of you)

-Distress Signal (when your HP is zero, I don't believe your character 'dies', but rather, is wounded to the point where he/she cannot get up or is unconscious. The ball of light which emits from you isn't the soul of your character, but more like a distress signal for the hospital to teleport you with the ship's stronger teleporter to the hospital. Thus, for the characters who DO die, they can't be saved. So probably, it's possible for this system to get damaged. Also, it somehow acts as a deterrent so monsters don't go after your body to gobble it up. :3)

-Item storage (If you go with the idea of the items being storaged in tiny boxes, then perhaps the item storage unit on the character is a finite space where the hunter can store things instead of lugging them around on his back.)

All this is probably on the arm unit most characters wear on their left arm (some androids have it integrated into them, so they don't need such a thing)

Oooh, about techs. It's possible that you have to be biological in order to use techs. And since the Sinows have been infected, perhaps they're part biological in nature, allowing them to use techs? Lightning techs don't count, due to the nature of the machines in Mines. So, no more of this FOcast nonsense. XD



<font size=-1>[ This Message was edited by: IceBlink on 2003-07-13 03:01 ]</font>

Logical2u
Jul 13, 2003, 09:53 AM
1. Why do monsters have these capsules?
My theory: The monsters have probably swallowed the items left behind from the people of Pioneer 1 since they all disapeered. When they die, the items are able to be removed.
2. Why do capsules have different colors?
Capsules are color coded for the certain type of item inside of them.
3. How do capsules 'teleport' into your hands?
HuNewearl Meira has said in her new story that your items are telepiped up to Pioneer 2, to a small storage bay for Hunters. There fore, when you use them, they teleport into your hands. My feeling might be that since these boxes can be teleported, that possibly the items can also be keep in, like you know, Transporter-Lingo, from the Star Trek TNG episode, Relics.
4. How do you get to P2 once you 'die'?
Uh, your memories get beamed to Pioneer 2 and a clone body is made for you.
5. How do the Sinow Zoas/zeles and the Mine monsters get techs?
The monsters in the Mines that use techs are doing this by chanelling Electronic enenergy into a beam, like a long distance taser.
Sinow Zoa/Zeles have tanks of Liquid oxygen or flamable fuel. However, since Sonic Team were lazy, they decided to make it look like a tech.
Focasts could probably use Zonde techniques by using there body as a lightning rod.

BOC
Jul 13, 2003, 12:22 PM
1. I think that Ragol was BUILT around the Dark Falz ship, and ragol was built in with natural defense mechanisms (Dragon, native animals) that activate once people land to scare them off.

not trying to sound like a total testicle, but..

COME ON!!!

the ancient civilization (they may have been ancient, yet as advanced as the people of Coral) encountered dark falz. as Rico suggested, they may not have been able to defeat dark falz. SO they decided the best way to dispose of him (or had knowledge that he awakes every 1000 years, and didn't like the idea of having to fight him again, was to somehow seal him in a big ship. They then probably fired it into space, not really caring where it ended up, just as far away from them as possible. SO..this ship is screeching through space, and ends up impacting on ragol. As it was a bloody great big ship, when it impacted, it probably partically drove itself under ground. after a while, (im no geography expert) as things tend to do, it gets covered by more land. this usually takes thousands of years, so it would make sense that DF awoke a few times. BUT as he couldn't find any souls, or a suitable host, it is likely that he just went back to bed. So then P1 shows up. notices that something isn't right, that something could be buried underground. so they dig a system of caves. Then place a mine under there to help with the excavation, continuing to dig until they reach the ship. thats when the shit hits the fan. they could have woke flaz, but its more likely a case of wrong place at the wrong time.*

the hostility of the native animals could be explained like this. animals are usually the first to sense danger, this could be what made em go mad. BUT (and there is a but) i think that when flaz awoke, blew up P1 and the dome, his evil 'infected' the native creatures. the same can be explained with vol opt. Falz's evil corrupted opt, making it his protector. opt took control of the mines, and all the bots down there.
ruin monsters are easily explained, just been evil bastards of death, spawned by mr flaz.
the cave monsters, well they seem to be just a bit of an evil bonus, as you find out that the giant worm breaks out of the shifty lab and starts to mutate things.

*one hole in my theory: it doesn't explan the markers that you have to deactivate the barrier to the ruins.

-----------------------------------------------------

one little theory i wanna put forward. what is the connection between dark falz and the missing colonists?
i think that the evil retch absorbed their souls, and thats why all the scary-assed faces appear when you fight with him-the tormented souls of the damned! (cue evil laugh). With each soul absorbed, he gets more powerful.

the question is: when hes finally defeated, would the colonists come back to life? would they die, and their souls be set free? or would they die, and still have their souls trapped?

well thats the end of that rant!

PEACE!!!

Outrider
Jul 13, 2003, 01:43 PM
Tenran - Just a correction. Newmans mature in one year, not one day. I wanna say that Sue tells you this during a quest, but it may be another Newman. Somewhere on Pioneer 2, I believe... maybe near the shops? Can't remember for the life of me.

I really liked that idea about the little light being a sort of SOS beacon when you get knocked unconcious. The Brute Force-type cloning of bodies could work... but why isn't the body back when you return to whatever area you were at? And after all, you still have all your equipment with you.

And as for items teleporting, it does sound likely that they're integrated with your body-suit. After all, the barriers only show up when you block an attack... perhaps it just puts a tiny chip within the hardware or something. It's also possible that your storage container... whatever it is you hold your items in, that is... has a limited range teleportation unit. This means that it can only teleport these weapons right in front of you or something so you can grab them while it teleports your previous weapon back into storage, most likely in a more compact size, like the capsules from Dragonball.

Items could perhaps just be loaded into your suit, and when you activate them, the suit could automatically use them, which is why you don't actually see your character using the item, but only the effect.

Going along the lines of this robotic suit thing... perhaps what happens when you get electrified or paralyzed, the system gets temporarily overloaded.

Last thing - Maybe a Moon Atomizer is sort of a jump-start for the suit, which could then in turn wake up the user by perhaps pumping s/he with adrenaline? No idea.

Sharkyland
Jul 17, 2003, 02:31 PM
The only question I have now if a spaceship crashed on Ragol dilemma, how did the momuments appear? I'm thinking a) survivors of the spaceship place momuments in strategic locations or b) they were jettison out of the spaceship before it crashed. I'm curious on your opinions, ideas, and fairy tales.

Sharkyland
Jul 17, 2003, 02:34 PM
Tenran - Just a correction. Newmans mature in one year, not one day. I wanna say that Sue tells you this during a quest, but it may be another Newman. Somewhere on Pioneer 2, I believe... maybe near the shops? Can't remember for the life of me.

I really liked that idea about the little light being a sort of SOS beacon when you get knocked unconcious. The Brute Force-type cloning of bodies could work... but why isn't the body back when you return to whatever area you were at? And after all, you still have all your equipment with you.

And as for items teleporting, it does sound likely that they're integrated with your body-suit. After all, the barriers only show up when you block an attack... perhaps it just puts a tiny chip within the hardware or something. It's also possible that your storage container... whatever it is you hold your items in, that is... has a limited range teleportation unit. This means that it can only teleport these weapons right in front of you or something so you can grab them while it teleports your previous weapon back into storage, most likely in a more compact size, like the capsules from Dragonball.

Items could perhaps just be loaded into your suit, and when you activate them, the suit could automatically use them, which is why you don't actually see your character using the item, but only the effect.

Going along the lines of this robotic suit thing... perhaps what happens when you get electrified or paralyzed, the system gets temporarily overloaded.

Last thing - Maybe a Moon Atomizer is sort of a jump-start for the suit, which could then in turn wake up the user by perhaps pumping s/he with adrenaline? No idea.

Pretty interesting concept you have there though there is one downfall to that statement? Perhaps the fact that Ragol is similar to conditions to that of Coral though for that suit idea... then they should have no problem going to other planets and living on them. Well, that's my negative two cents.

Outrider
Jul 18, 2003, 07:16 PM
Um... the robotic suit isn't for atmospheric conditions or anything. It's just for doing battle and whatnot.

Outrider
Jul 22, 2003, 11:37 PM
Well, since this topic was bumped up... I guess I might as well post.

I was playing a quest (I believe it was a quest... I think Heat Sword) the other day, and I talked to one of the natives. They said that it had been two years since they had left their home planet. So I guess it takes only two years to get to Ragol, and not seven. Sorta makes you wonder if other Pioneer ships ARE gonna come...

Sharkyland
Jul 23, 2003, 09:32 AM
Well, since this topic was bumped up... I guess I might as well post.

I was playing a quest (I believe it was a quest... I think Heat Sword) the other day, and I talked to one of the natives. They said that it had been two years since they had left their home planet. So I guess it takes only two years to get to Ragol, and not seven. Sorta makes you wonder if other Pioneer ships ARE gonna come...

I made that mistake in my fanfiction about having the pioneer 2 ships coming in seven years not two years. (The agony of not playing online!)

Tenran
Aug 16, 2003, 12:44 PM
On 2003-07-17 12:31, Sharkyland wrote:
The only question I have now if a spaceship crashed on Ragol dilemma, how did the momuments appear? I'm thinking a) survivors of the spaceship place momuments in strategic locations or b) they were jettison out of the spaceship before it crashed. I'm curious on your opinions, ideas, and fairy tales.



Simple enough. I said "imbed" not "crash". The ruins were apparently buried quite deliberately (note how evenly they rest, with nary a list here or there). The three (four, really, considering the final obelisk) key monolyths were most likely set in place after the great ship was buried.

Presumably so that whoever buried the ship could get in again in order to check things out during the "safe" periods when Dark Falz was supposedly inactive.

(Oh yes - I'm back from my inexplicable break! ^-^ )