COMMUNITY - FORUMS - SOULBORN ENGINE
Shaping the story

Through our actions we will be able to shape the story of our individual character we're playing, which will trickle down in decay to shape the story for our families, local communities, kingdoms, etc unless we were to do something pivotal for the overall story line.

Are there any ways we can alter the overall story without the public knowing (ie. shipping some relic not yet known as a relic from one kingdom to another as part of a player transaction)? Are any of the backers going to get to insert or suggest some lore to be written into the game to make triggers and things for the Soulborn engine to wait for?


1/20/2017 6:04:54 AM #1

I imagine there are many ways to alter the overall story without the public knowing.

A stealthy assassination would do just that. A spy could gather intelligence on a location/target which may sway a battle. If you are skilled in disguises and forgery I imagine there is all kinds of tomfoolery you can get your hands into, to shape the path the story is going.

I almost feel like asking SBS to make triggers and things for the engine to wait for is doing the game a disservice.

We should write our own story and take it where we want. If the Devs want to trigger an event it should be something they dreamed up that is part of the story they want to tell.


1/20/2017 11:11:56 AM #2

Posted By FateWeaver at 12:04 AM - Fri Jan 20 2017

I almost feel like asking SBS to make triggers and things for the engine to wait for is doing the game a disservice.

We should write our own story and take it where we want. If the Devs want to trigger an event it should be something they dreamed up that is part of the story they want to tell.

I'm not saying we ask SBS to make triggers. I'm saying backers who have bloodlines and higher should be able to add some lore to the game about their family history. Not a whole lot, just a little. Based on their stories, SBS can add in triggers for certain things, if they so choose. I'm not asking for the right to add triggers to the game. I want to discover the game through play, not know objectives I can reach and strive to get them.


1/23/2017 5:41:28 PM #3

I know I am a little late to the conversation, but I was wondering just how stretchable this game is. Would you be able to make your own mercenary PMC type of "organization" and get contracts to kill/guard/escort certain individuals of import? If so, would the organization be able to be "inherited" from another member once the head of this organization has passed away peacefully or killed in combat? Then the person who made it can see his or her accomplishments and say to themselves "I made this!" This is a wonder of mine as to just how real and stretchable this engine will be. If there was to be these types of "organizations" just how many of them would be available?


1/23/2017 5:51:53 PM #4

Posted By TheeOdraeix at 12:41 PM - Mon Jan 23 2017

I know I am a little late to the conversation, but I was wondering just how stretchable this game is. Would you be able to make your own mercenary PMC type of "organization" and get contracts to kill/guard/escort certain individuals of import? If so, would the organization be able to be "inherited" from another member once the head of this organization has passed away peacefully or killed in combat? Then the person who made it can see his or her accomplishments and say to themselves "I made this!" This is a wonder of mine as to just how real and stretchable this engine will be. If there was to be these types of "organizations" just how many of them would be available?

Yes you can create an organization, however, the ability to create the organization and how effective it is will be up to you. You'll likely need some friends and influential contacts to give your group credibility enough that other players will entrust your group with their mercenary tasks.


"A world without knowledge is no world at all"

1/23/2017 6:06:12 PM #5

This is very cool. Also realistic, I am very encouraged for this game! thank you for the information!


1/25/2017 2:49:43 AM #6

Posted By Novama at 11:51 AM - Mon Jan 23 2017

Posted By TheeOdraeix at 12:41 PM - Mon Jan 23 2017

I know I am a little late to the conversation, but I was wondering just how stretchable this game is. Would you be able to make your own mercenary PMC type of "organization" and get contracts to kill/guard/escort certain individuals of import? If so, would the organization be able to be "inherited" from another member once the head of this organization has passed away peacefully or killed in combat? Then the person who made it can see his or her accomplishments and say to themselves "I made this!" This is a wonder of mine as to just how real and stretchable this engine will be. If there was to be these types of "organizations" just how many of them would be available?

Yes you can create an organization, however, the ability to create the organization and how effective it is will be up to you. You'll likely need some friends and influential contacts to give your group credibility enough that other players will entrust your group with their mercenary tasks.

I feel like more than just mercenaries can shape the story in a big way. I was wondering if many groups connect the kingdoms for trade and the like if that will alter the overall story, if it could speed it up, or if the story is reliant on trade and would change if trade was not present between kingdoms.


1/27/2017 9:46:02 AM #7

Connecting the kingdoms by trade? It is already happening and it's very likely to influence the game. Given that CoE features a player-driven economy, import and export of rare resources will have significant impacts on scientific and technological developments because it allows more researchers to attain the resources they need.

Aside from that, there are many more ways in which the merchants can influence the game and the story. Smuggling weapons across a border can make all the difference for a revolution in a neighbouring kingdom. A coordinated relief effort could avoid a kingdom collapsing into anarchy after a famine. And on the flipside, a trade embargo could deny a kingdom vital resources and lead to its downfall.

And then there's the near-infinite amount of small things that can have great effects through the Butterfly Effect. For example, a merchant could procure a rare poison from faraway lands which allows an assassin to murder a Duke because the local healers do not have an antidote. I could come up with dozens of examples by that, but the point I'm trying to make should be clear.

To sum it up short, if CoE will be anything like the devs promised, traders will be just as important as armies, if not more.


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