Hey Sado! Wow!
Thanks for taking the time to go into this so deeply 
I think a lot of this is very sound, but a key issue is that Femdom content can be rejected - e.g. escaping Kex or turning down Morgana. The only bit where I feel this choice is unsatisfactory is the Nurse scene (written in early days when my main concern was segregating m/m and f/m leaning content). While we're on staff members - can I just check that you played the alt-scene with the Male Computer character Lancelot? I'd hate to think that you missed that content after hearing you say there aren't any male staff members...
A second important aspect is the nature of the Psychosexometrics screen - which purports to analyse player's orientations. Ayrik Eyronphist puts it well when he says: "I just want the option to not be her bitch boy", and I think that concern has been caused by me misattributing a kink to players... No one wants to be told they're something that they're not!. However, I'll probably follow your suggestion of switching the wording (forbidding to reducing) on the basis that a lot of further Femdom paths will be offered. I'll likely do the same when Maledom is introduced.
I'm pleased you're so engaged by Jared... He currently very much divides opinion. Some players detest Jared and want nothing to do with him, some hate and wish to reduce/dominate/sissify him, some want to be dominated by him, and some want to befriend/fall in love with him (all optional future paths). Importantly, he's not just a cardboard cut-out bully - he has a mix of sadism and vulnerability, arrogance and insecurity - and some of the difference in personality between 'flashback' Jared and Cadet Jared will be further explained when we discover where he's been in the preceding year. 
Something very similar is the case with Sarge, with f/m maledom players keen to bring her to heel and femdom players to submit. She is - as you point out - the most extreme layer of Femdom, with actual murder a possibility. But, as with Jared, you will be seeing some explanation of how she came to be what she is that may alter your perception of her in time.
A lot of the game concentrates on the power dynamic between characters. SpaceCorps has a Nietzschean Dystopia vibe to it - stemming from my original idea of criticising and parodying Heinlein's Starship Troopers. Essentially, everyone is pitted against one another in a fluid (but rank-influenced) hierarchy of dominance that makes their interactions more like prison rules than classic BDSM roles. For instance: MC might be dominated by Jared, who is dominated by Sarge, who is herself cowed by Nurse Goodyear...
You're right to say that this is mainly for comic effect - but there is a serious point behind it. The best way to view the SpaceCorps military machine is in Soviet terms rather than our risk-averse, accountable modern militaries. Like the Soviets, SpaceCorps would happily let the majority of its troops die - in order to maintain its iron control and craft brain-washed soldiers for whom death holds no fear. That's the reason that most of the SpaceCorps veterans we've met are either crazed, nihilistic, or genocidally zealous - since the stress they're under would be almost unbearable.
Part of SpaceCorps' casual attitude to recruit survival is the vastness of the Union and the fact that there are always more bodies for the mill. I think this is fairly credible given the records of the Imperialist powers in WWI, the Soviets, or the vast levies of Medieval China.
I'm glad you brought the new Ethical Stats up
- they haven't really been discussed (I think because they don't currently affect gameplay). One thing I think I should point out before I go into it is that Faith and Obedience aren't 0-1 stats, but -1-0-+1 stats (I know!
- I'll explain below).
Faith isn't on a good/evil axis, but a materialist/zealot axis. You begin at 0 - in MC's case that means religious but not bigoted - and if you stay in that range Faith won't be a prime determinant in your arc. As you lose Faith, you'll see more science-based missions and a [very secret] ending. As you gain Faith, there will be more Pastor Chang and an eventual SpaceJihadi storyline that totally rips off Dune.
Obedience is indeed on a rebel/totalitarian axis. Again, you begin on 0 - pretty obedient. As you lose Obedience, you'll move towards a Rebel storyline, and as you gain it you'll pretty much become a Fascist. However, the outcomes of this stat are heavily dependent on another, as yet unimplemented stat [
].
There are only a few current instances where Relationship influences reactions (one is Sam's response to your ogling in Decontamination) But you'll note that the character's images in your Virtual Stable change as relations go up and down. This will become more important later, when some conversational options and sexual advances will only be possible over a certain level (these will also be affected by your Perversion score). As an example: if you've got low Perversion the option to ask Sam for a BJ would be crossed out. If you've got enough Perversion but low Relationship, he'll refuse and you'll lose more points.
I really like your idea of an mood indicator - I'm going to think about that a little, but you've already sparked the germ of an idea about how I'd do that.
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A second important aspect is the nature of the Psychosexometrics screen - which purports to analyse player's orientations. Ayrik Eyronphist puts it well when he says: "I just want the option to not be her bitch boy", and I think that concern has been caused by me misattributing a kink to players... No one wants to be told they're something that they're not!. However, I'll probably follow your suggestion of switching the wording (forbidding to reducing) on the basis that a lot of further Femdom paths will be offered. I'll likely do the same when Maledom is introduced.
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Something very similar is the case with Sarge, with f/m maledom players keen to bring her to heel and femdom players to submit. She is - as you point out - the most extreme layer of Femdom, with actual murder a possibility. But, as with Jared, you will be seeing some explanation of how she came to be what she is that may alter your perception of her in time.
A lot of the game concentrates on the power dynamic between characters. SpaceCorps has a Nietzschean Dystopia vibe to it - stemming from my original idea of criticising and parodying Heinlein's Starship Troopers. Essentially, everyone is pitted against one another in a fluid (but rank-influenced) hierarchy of dominance that makes their interactions more like prison rules than classic BDSM roles. For instance: MC might be dominated by Jared, who is dominated by Sarge, who is herself cowed by Nurse Goodyear...
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Part of SpaceCorps' casual attitude to recruit survival is the vastness of the Union and the fact that there are always more bodies for the mill. I think this is fairly credible given the records of the Imperialist powers in WWI, the Soviets, or the vast levies of Medieval China.
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Faith isn't on a good/evil axis, but a materialist/zealot axis. You begin at 0 - in MC's case that means religious but not bigoted - and if you stay in that range Faith won't be a prime determinant in your arc. As you lose Faith, you'll see more science-based missions and a [very secret] ending. As you gain Faith, there will be more Pastor Chang and an eventual SpaceJihadi storyline that totally rips off Dune.
Obedience is indeed on a rebel/totalitarian axis. Again, you begin on 0 - pretty obedient. As you lose Obedience, you'll move towards a Rebel storyline, and as you gain it you'll pretty much become a Fascist. However, the outcomes of this stat are heavily dependent on another, as yet unimplemented stat [
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I really like your idea of an mood indicator - I'm going to think about that a little, but you've already sparked the germ of an idea about how I'd do that.