(07-06-2015, 08:45 AM)sindroms Wrote: For the sake of constructive feedback, start off with renaming the NPC faction as "Synthetics" or "Mechanicals" or "Automations", so that it covers everything from AI to VI to simple unintelligent artificial entities and is more open to people looking to play such characters.
Protip two, nomad factions and groups are not popular due to the struggle of RP communication between the nomad and whoever they are interacting with. In other words, drop the pretentious bullshait [->>AI ROLEPLAY<<-]
First, i gotta +1 this and Spazzy's other comments regarding building a broad NPC faction and then reconstructing the AI player faction within it as one of the aspects.
(07-06-2015, 09:58 AM)Antagonist Wrote:
(07-06-2015, 09:41 AM)sindroms Wrote: The main problem is that you are making an NPC faction around a group.
I would suggest you make an NPC faction which can be done in multiple ways like I already suggested- pooling all of the possible non-human tech-related creations under one flag first and THEN create your own faction within it.
Do the AI thing, but give other players a chance to create their own RP using the NPC Faction's ID.
Know what I mean?
That is exactly what I have done. There are significant points mentioned in our story that allow indies to be "free" in their RP and definition. The only thing that is predefined is their real origin.
Let me just point out the problems with that statement, helpfully bolded. Your view seems to very much be an 'i, my, me' thing where you think you rule over the whole lore. Not a good viewpoint to have.
I think, at the very least, the Devs should have full oversight over AI Synthetic lore and should, if dev time allows and if absolutely necessary, redo the 'AI' NPC faction as a broader 'Synthetics' faction or similar as per Spazzy's suggestion.