Death 999 wrote:
Lack of haste makes xenocide.
Not very catchy, but that's how SC2 rolls.
Yeah. From now on the NPC's will punish the player for not keeping track of the myriad of story lines, and continuing them..
Welcome to one of the things I loved most about SC II.
In its own weird way, it is something of which I also find myself having an appreciation for while playing the game. I mean, part of the fun is not knowing how my actions, or in this case inactions
, can have tremendous impacts on the space world around me.
It's also as if the entire quadrant has its own pulse, and the game continues to change as time goes by, and I'm left trying to figure out how to fit all the pieces together... or prevent them from all falling apart, as it were. These unknown fluctuations can be puzzling and frustrating while also exhilarating and rewarding -- all at the same time!
On the other hand, you do have a fully equipped starship, you simply do not need more RU than what you already have. Now it's time to follow all the leads you've been collecting. I hope the game got the message clearly over.
Oh yeah, I've definitely abandoned my mineral resources routines. My ship no longer even carries a single cargo pod! From now on all of my attention is going to be all about solving the mysteries of the game... and saving Earth (and everything else) from utter destruction. Besides, there will be plenty of probes willing to shuffle themselves into my RU container during my next few excursions.
You'll be running more of these "saving my ally" errands. And not many have a clear indication like the Pkunk's wandering SOI...
With the ZFP there was no indication on the map. No SOI getting smaller, no wandering of the SOI. Just an abrupt end.
That one came out of left field for me. I only went back to starbase to see if Hayes had anything new to say, and I was only half-expecting him to even mention the Pkunk's cliff dive, but I was certainly shocked
when I learned the ZFP were among the "no longer with us" club.
I must save them! They're so friendly and likeable!
Also the need for you to return to Starbase regularly to get information. You're simply cut off from certain information channels when away.
Just one of the reasons why I encouraged you to make more frequent trips back to the starbase,. You actually will get a fairly significant lead time on your first warning that something bad is going to happen to the ZFP, but only if you talk to Hayes on a regular basis.
I suppose the one upshot of your experiment with the Pkunk is that you were informed of this at a point in time where you were planning to jump back to an earlier point anyway. Not the most organic way to learn about this, but I suppose it works well enough.
I've neglected to make frequent stops back at the base, but I've been on a few long journeys where I've been piecing a lot of this stuff together on my own, but you're both right... I need to check in with Hayes from time to time to see if there's anything new the good folks at home have unveiled for me.
Now that I know what will occur to our fun little friends, I'm going to focus my efforts on trying to figure out a way to save both the Pkunk and ZFP... but I'll try to do so without bending too many rules!
(links remain visible even through spoilering, so I abbreviated the link to a mere "1". It points back to one of your own posts, Troglodyte, but in hindsight it may help you interpret things correctly, so I ask you to not follow back.)