Mc needs a Siri ... with some small info into:
Who is Tany to Mc?
Where did the club come into play?
Who is Alice? What does she do all day?
Who is Kara? What is her designate post?
I am interested in what role do they serve in Mcs command and what do they do on the ship.
Those details are fuzzy .. like who does what.
Why is Kara on deck just on some occasions.
Those details should be given like this:
Mc needed a weapons specialist and discovered Kara.
Mc found a space ship and recruted Tany to drive it.
MC is always on gurls minds, but always absent in their tet - a - tet talks,
by his own will or being sent away.
Or we could find out what are the feelings of them gurls about him:
Alice secretly adoers MC by fantasizing being dominated by him.
Doctor and Rachel seem sex savvy .. they are mesmerized by his throbbing determination and lust skills.
Tiff needs to show mommy dearest she has something of her own with Mc.
Kara wants a mentor / father / ruling figgure to straighten her life.
Just something to fuel player determination to do the deeds affrodetd to them by the game.
Just going in the shower or the board room to be sent away or say he does not want to attend
feels epty and useless ... like he does not understand his standing on the ship.
He is supposed to be the driving force of the ship, not some sort of ghost just hanging around
with his throbbing demeanor and unquenched manhood prowling the decks.
Thanks guys for your comments about the INTRO and the beginning. moskyx, I think your point sums up the relevant difficulties in the existing start sequence and the original as well. The Intro, being a kinetic novel is a great backstory for the beginning and getting to know how the MC got to become a captain of a small freighter (with a crew of nubile attractive women) and why he might be a hero in a much larger world of intergalactic intrigue. However, its non-choices nature and swithcing to the new game play environment, once you're in command of Callisto is the real stumbling block to using it.
that's why I'm working on coming up with a better beginning that includes an even better introduction to the game play (tutorial) and the Universe Callisto travels in.
So I'm asking, what are the parts of the game that seem most confusing, foreign, unusual to you when you first start playing? ...and conversely, what seems automatic, easy?
Finally, What do you think the player's MC needs to know when he finds himself "In Command" at the start?
OH, and yes, that is Alice...maybe but maybe not. Do you like her better that way? or how? feedback might change the way the girls look in the future. Look what happened to Tiffany.
<Comm link OFF>
Alice is like afflicted with not having a family and yearning of one with the MC.
Rach is so carefree and banging everyone that Alice is just torn seeing herself isolated and obscured.
Tany is as steady as the ship, into business with MC and proud of it.
Kara is so mellow on the inside but so conflicted she turns into easy prey for Rach.
MC has to keep everyone happy.