Like I originally said, this game isn't guilty. A didactic story does nothing but put off the audience. done poorly, it degrades the quality of the form. if done well, putting activism in a game is smooth and organic. What your nose is too high in the air to realize is that there's a distinction. ![]() :Your virtue signal has been noted, your goodboy points are in the mail. You can do more, but I'd rather not spoil it. That being said, you can send port reports to either the tacketies or the Loyalists in the Reach, and you can do the same with the Revolutionaries or the Ministry in Albion. ![]() The anarchists want to Liberate Night, killing the stars and basically setting everyone free from the sillyness of the Judgements. TL DR, Stars in the FL universe are alive, they enforce laws like gravity, colour, etc upon the universe. Meanwhile, the anarchists are less focused on something like, socialism, ( although they are generally left leaning) and more on killing suns. Rather, there are two anti-establishment factions, the tacketies are more of an independence movement, fighting for a free Reach. I choose academic and then some iron as a secondary skill.Īt what point do you get to choose if you are for the Queen or the commies? Well, the anarchists aren't really traditional communists. I have just gone through creating my first captain, though I was the science officer I was also the second in command. There's definitely a lot of politics but none of it feels forced upon you Hi all. Originally posted by Nanako =^.^=:There's an imperialist monarchy and a communist revolution, you can pick your side.
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