F4wk35 wrote:Perhaps it was the CEO of the biggest breakfast-producer of the known universe, who invented the everywhere-famous Cornflakes91-brand
And yes, without history, it would miss something.
The thing is, something like this may already be in the game -- or at least the basic elements needed to implement it.
We think we know that Limit Theory will be an information-rich game. Major market trades, map (and maybe sensor data), and battle data are all things that players might want to be able to keep some record of. I don't think it's too much of a stretch to guess that this information might be connected with a character's name.
Further, Josh has previously said that he wanted to implement a kind of
historical record of events -- at least the ones leading up to when the player starts playing the game:
[color=#FF0000]JoshParnell[/color] wrote:Ideally, I would like to procedurally generate an entire backstory to explain why the player is in their current situation. I.e., when you start the game, you'll have roughly the same net worth each time, but vastly different roles. Perhaps one time you're in the middle of a trade run and find some cargo in your hold, and a nearby planet offering a good price. Perhaps another time you're docked in an asteroid base in a dusty field, and your logs indicate that you've just gotten back from a successful bounty hunting mission.
For me, the best thing would be to have this procedural backstory, then have a system explaining how to complete/continue it. In some sense, it's like beginning with a mission, or beginning when you're halfway through a mission, much like the EVE setup you describe.
Of course, how feasible this whole thing is...remains to be seen, but it would be very neat to have a different story each time you begin!
Josh goes into more technical detail about this in his
Devlog of June 25, 2013.
A month later, in
Development Update #7 back in July of 2013, Josh talked about how his engine can use an abstracted simulation of some parts of the game universe, and how that simulation will allow the generation of history. (Listen starting at about 7 minutes in if you can't watch the whole video.)
Finally, on April 11, 2014, Josh talked about implementing
hierarchical market data history; and on December 22, 2014, he described
making his event history buffers specific to star systems.
So I believe that, even if a "memorial" feature isn't in LT 1.0, it sounds like there's a good chance that the necessary source data and some of the code hooks may be implemented already to allow a relatively simple mod to be created.