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...lot of people can't even seem to want to share countries....or even states...shoot, not even towns sometimes. 🤷
The setup is decent, there are hints about interesting possibilities, but then it just bluntly ends with three bad choices and no agency about anything really. There is no real diplomacy involved, no negotiations either. And the Captain will just roll over and go with whatever choice you make.
I get the feeling that they ran out of time or interest, and just decided to wrap it up with the stuff that was implemented and call it a day. Who knows. As it stands, it certainly is a rather crappy affair.
It also highlights another glaring issue that Starfield has. Something that is definitely a step backwards from their earlier efforts. Everything in Starfield is just a facade, set dressing for you to interact with once and then to move on. There is lot less "world" behind it than previous titles. The NPCs don't have an existence outside the parameters of the quest they are involved in. I've never wanted to kill some NPCs as much as I wanted to kill the two prick execs in this one. Especially the woman. Man she was cold and horrible person. But no. You can't. They are essential and thus invulnerable. Even after the quest. They just sit in that room forever and ever it seems, and still remain unkillable.
Nor do they have houses you could rob either as a bit of karmic thievery. There is no option to threaten them, to expose their machinations to the media and thus give the resort a bad rep and hurt their bottom line. Nothing. They literally just exist to play their part in this quest and that's it. There is very little sand in this sandbox.
I'm less interested in the idea of taking the claim to the planet to court, since there really isn't much merit to it. Old Earth is long gone, and the people on Paradiso have a much stronger case under the prevailing inter-system laws in place. Though that would've been lot more interesting than what is on offer here.
But why don't I have the the option to try to find a suitable world for the colonists? It's just:"Here's a grav drive. Hope your rust bucket with no guns and modern defense systems doesn't run into any Spacers."
- sigh - Just hafta chalk this as a lost cause and move on I guess. Maybe madders can fix it eventually, but boy is this a lame one as it stands. Who ever wrote this quest is bad at writing and should feel bad.
Not paradise, that's for sure.
And I guess you can always blow up the ship if you feel like it (bonus: Sarah goes ballistic if you mention this as an option). Frankly, $20K is nothing when you are able to buy Narwhal without even checking your bank account first to see if you “can afford” it. But if you arrive at Paradiso as a penniless drifter and a proud owner of Frontier then of course you might feel like being fleeced.
Besides, the captain is a young (aka stupid, gullible and inexperienced), wide-eyed nepo baby, totally unqualified. What kind of intelligent negotiation would you ever expect?
I think next New Game+ I am going to pay to upgrade their grav drive to get a different result.
You should have been able to take over the ship. Re-target the nuke missile at the ship. Help people escape from the ship so the re-targeted nuke only killed bad people.
Instead what we got was a boring nothing burger, solved by spending $20K and the captain just saying "Sure we didn't want the planet anyway..."
Most of the missions I've done in this game have been about the same level of nothing burger.
A moronic negotiation would have been a marked improvement over "Oh hi person I met 5 minutes ago, if it's not too much trouble could you decide the fate of everyone I've ever known? Don't bother coming back to brief me about the options, we need to wrap this quest up before anything interesting can happen."
Being able to influence, assist, or undermine an under-qualified captain in her negotiations would have actually made sense as a quest. Having to win her trust first could have been an opportunity to flesh out the story and make the decision more meaningful. What we got instead is nonsense. A good premise wasted by lazy and thoughtless execution.
Literally the characters with the most in common with me as a player, being a generational ship from the earth, before warp drives. And the only solutions are to completely eff over the one group of people in game that I can relate to. Completely out of touch to make this quest only resolve by effing over the earthlings.
Oh and the CEO of the planet, or whatever you call him, doesn't even give you a reward as promised in the opening dialogue to the quest. They make it sound like you are going to get a huge paycheck, but you lose money and then aren't rewarded at all.
This quest ruining my roleplay, the UI being terrible, and the AI refusing to be competent enough to shoot back confirmed that this game is completely subpar.
- Dwight Schrute
100% agree. The dialogue choices half the time lead to the same results, so there isn't even a point in having multiple replies, and many of the quests are just generic, with this being one of the worst, literally you resolve the situation by breaking out the piggy bank, and then fiddle with some dials and pressure valves.
It just doesn't feel like there are any consequences to anything really.
According to some on here... 🤣
Role playing requires creativity and imagination. Just because a couple of quests does not fit your style of role playing does not mean those quests are bad.
If you are role playing an evil soulless corporate executive then guess what, the quest is perfectly written.
You get a repeatable quest from the cabin manager which rewards you old earth misc items which sells for a somewhat high value if you have high commerce skills.
This repeatable quest requires a lot of persuasion and is good for training that since you gotta convince people on planets to meet their long lost family members of 200 years ago.
Still wish they can do more though, like find a actual planet, actually colonize the planet, and help them create a 'city' which you can benefit as a mayor maybe?
A colonization DLC makes the most sense for this game, and to help with space exploration content, to be able to set up a outpost and then convert it into a mainline city permanently on a planet would be a interesting system.
You basically become that 'Solomon Coe' type of figure and own your own star system and have your own fleet, preferably in the high level area of 50~70 regions of the star map.
We do need Starborn oriented content, something that once accomplished stays within your universe no matter how many NG+ you do, like a multiverse system that is unique and 'links' to a hub for all Starborn.
Lets say that when you NG+ all the ships and gear you gave up is thrown into a loot table and it randomly rolls around in shops and shipyards inside the Starborn multiverse, but at a extremely high cost to retrieve or buy them back.