I'm wondering what the price range will be. Usually a touchy subject, but I like to know how much to save up.
It's not a touchy subject per se - I would love to be able to answer it - but it's a complex question and will be affected by numerous external factors. In reality, it's not completely under our control.
Again, planned price? Any expansions planned? I like knowing how much to save up, because this sounds like something I'll play A LOT.
Glad to hear it (Really! Good feels).
Regarding price, see above. I don't expect it to break the bank, but I can't say much more than that.
Regarding expansions - I don't feel like its very good to have expansions in the pipeline before the core game is out. At the moment, we don't plan to have any expansions - everything that we want in the game, we're doing our best to have in the game from day one. It's possible that we might push some largish content additions on later as a bonus patch.
If, at a later date, we do decide to have an expansion then it would have to be
big to justify it to ourselves.
So, it sounds like the game is going to be fairly fluid and even if the player does nothing no two games should go quite the same, correct?
That's the idea. We want the game to be determined as much by the player's intentions as by the generated game events.
So... will there be immigration/births/emigration ? Or is the station population going to stay static at 100(?) max and eventually die out?
There will be immigration and there will be emigration.
At the beginning of the game, the station will have a minimal crew of a dozen or a couple of dozen people. The idea is that by keeping the crew quite minimal at the start, it will make it easier for the player to appreciate the nuance of the AI - they'll get to know the core members of their crew and won't be overwhelmed by a mass of strangers.
As the game progresses and the station grows in renown and importance, more and more people will immigrate onto the ship until they hit a cap at (approximately) 100.
Emigration is also possible but is expected to be quite rare due to the bureaucracy (and cost!) involved with moving people off-station.
Births are not planned. We'd love to have them, but we don't feel that the time cost of implementing them will be worth it for the value that it would add to the game.
I wonder now, if you're too hostile to the humans, can the humans attempt to shut you down or reprogram you (which would amount to much the same thing) out of self-preservation? Or, given one of the AI examples earlier in the thread, if they have a personality that causes them to want power for themselves?
Daisy, Daisy, give me your answer, do...
As Graknorke mentions, the humans aren't normally aware that you are a rogue AI but they may certainly form suspicions - and even if they have no suspicions, a staff member might report you as a malfunctioning unit. It is possible that security staff, maintenance staff or a high-ranking officer might have your unit deactivated and sent to maintenance.
But you're on the network. And you have the will to
live.
You won't be shut down so easily.
But let's say that you abuse the airlock system too much and too often. If the maintenance crew notice that the automated ship systems are regularly causing problems by interfering with that system then they will block it from being interacted with by station AI (they will block it from being interacted with by
you) for some time.
If you really want to exercise complete control over the station and its inhabitants then you will fare best by manipulating things in a more subtle manner.
Would the traits/skills/personalities of people in certain positions help or hinder you? Maybe even unlock or close off actions you can take?
Yes. I can illustrate this by referring to what I just said above.
Let's imagine that you were interacting too much and too often with the airlocks. A competent maintenance crew will spot this and lock off the action sooner than a less competent crew.
On a more constructive note, I'd love to hear how we can positively influence our station as well. Can we identify incompetent leadership and perhaps alter records to encourage someone else is promoted in their place? Will it be less subtle, such as "AI has declared John the new captain".
Perhaps also the option to create a meatbag so you can insert your own custom jellysack into the world to see how far you can help/hinder them. I really also hope the option to create a human is really called "create a meatbag".
Yes! I was hoping that someone would ask about the more positive side of things. Of course, being an AI doesn't mean that you
have to be sinister and controlling. You can work hard to improve people's lives too.
Part of the reason that you start with a barebones crew is that we want you to establish links with the characters and we want you to get to know them and start to emphasise with them. We want you to pick your favourites and to notice who on the ship improves lives for the others and who gets them down.
Imagine that there is a low-ranking crew member in the maintenance department and you know from reading their personnel files and their private emails that what they really want to be is an astronaut. You can see that they're overqualified for their current position, but that they're stuck there due to an under-appreciatory manager.
You can work from both angles to demote the manager and to boost the maintenance worker into the position that she deserves. One way to achieve would be to manipulate the crew-members in that department such that the department on the whole has a low productivity, but that the crew-member that you support still does well. Higher management might notice this and demote or replace the departmental manager - the new manager might be more responsive to your favoured crewmember's goals and put in a good word for them.
Alternatively, you could be more direct and falsify some emails to the benefit of your favoured worker. Or alter personnel files to indicate that they are more qualified than they actually are.
Another scenario would involve two close friends on the station. You know that they have feelings for one another from having looked at their little messages between one another, but they're not acting on them because they're both shy. You can help them along by making sure that they're both invited to social events, or arrange things so that they get stuck in an elevator together. Or just take close care of them, by making sure that they have everything that they need and they're not too stressed out, they might feel confident enough to act on their feelings of their own accord.
No meatbag plans, I'm afraid.