Space Based MMO (Revised and Expanded)
May 13, 2005 02:54 AM
About multiple characters a suggestion would be to allow them but not playing at the same time(I mean not effective playing, just being "freezed" on the duration and only one left to actively get involved in the game at a given time.
just a thought.
How about adding an emperor/ruler like shogun? Guilds are mostly independent
and can fight one another but they all bow to the emperor (system admins). the emperor can protect a guild, attack a guild, tax each guild differently, etc.
In a too poweful guild, the emperor may "ask the donation" of the 50% of the guilds funds for the empire. The guild can refuse and get attacked by the imperial army. The imperial army serves as a refuge for newbies and independent people who do not want to join in a guild. The emperor can also ask all guilds to stop mining a place or attacking a specific guild.
Basically the emperor is a system owned Guild with unlimited men (bots if needed) and resources. The emperor will not participate in guild fights unless needed. Guilds can defy the emperor if they want but they might be penalized by random attacks on their bases, economic penalties.
How about adding an emperor/ruler like shogun? Guilds are mostly independent
and can fight one another but they all bow to the emperor (system admins). the emperor can protect a guild, attack a guild, tax each guild differently, etc.
In a too poweful guild, the emperor may "ask the donation" of the 50% of the guilds funds for the empire. The guild can refuse and get attacked by the imperial army. The imperial army serves as a refuge for newbies and independent people who do not want to join in a guild. The emperor can also ask all guilds to stop mining a place or attacking a specific guild.
Basically the emperor is a system owned Guild with unlimited men (bots if needed) and resources. The emperor will not participate in guild fights unless needed. Guilds can defy the emperor if they want but they might be penalized by random attacks on their bases, economic penalties.
---------------Magic is real, unless declared integer.- the collected sayings of Wiz Zumwalt
I like the idea of giving the mods an actual presence in-game. You might just make them a mysterious alien race or something, but working them into the power structure like this will be a good justification for a lot of the newbie-aid and other gameplay features that yapposai described.
You've been very clear on not making this an RPG-type game experience. The great benefit of RPG-type play is the endless supply of tweaks and changes you can make to your gameplay experience. Ship design can replace some of what you lose by avoiding RPG play, but I think there should be "tiers" to the system. Yapposai's post got me to thinking about this.
Why not have a sort of academic career for each player? In Diablo II, you have months and months of play that's primarily concerned with getting through the missions and levellingyour character. Eventualy, though, you hit the wall of "maxxed out". Your character will no longer grow and develop. So, you get involved in the community, or start playing PvP, or if you liked the grind, you start another character. The point is that at the apex of the gaming community, there is a class of gamers that have exhausted the levelling aspect of the game and use the fruits of that labor in the game itself.
In your game, new players could start out at the Galactic Academy, where they can take (or skip) tutorial missions, single-player exercises, and other little learning experiences. They can decide what sort of ship appeals most to them, what role they want to play in battles (fighter, torpedo-boat, repair ship, what-have-you) and earn certifications for different jobs and classes of ship. When they've reached a decent level of comfort, they can petition for admission into a guild, or take part in a "draft" process, or whatever. Players who have already been through this, and are just starting a new character, can skip the training phase and get right into the guilds using their old certs.
This would give each character a slightly different background, and allow players to compare more than just kill ratios and hours of play. Another feature that could help this would be a formal battle system. After a battle (not a skirmish or firefight, but a battle with guilds bringing their resources to bear against one another) the characters that participated could get little commemorative ribbons, to go with their stats from the fight. "I shot down twenty drone fighters from the Burdrin Guild in the battle of Petulon Moon," players could boast, "and took out three human-controlled fighters, as well!" The leaders of the guild who wins get to name the battle, like Henry V got to name the Battle of Agincourt.
So you've be more than just a player character, you'd be a fighter-specializing, B-rated soldier with 50 confirmed kills and 5000 units of resources brought in. You'd also be a certified fighter pilot, torpedo boat bombardier, and light frigate captain, who flew in six campaigns against the other guilds. The more scorecards you keep, the more worthwhile your character seems.
You've been very clear on not making this an RPG-type game experience. The great benefit of RPG-type play is the endless supply of tweaks and changes you can make to your gameplay experience. Ship design can replace some of what you lose by avoiding RPG play, but I think there should be "tiers" to the system. Yapposai's post got me to thinking about this.
Why not have a sort of academic career for each player? In Diablo II, you have months and months of play that's primarily concerned with getting through the missions and levellingyour character. Eventualy, though, you hit the wall of "maxxed out". Your character will no longer grow and develop. So, you get involved in the community, or start playing PvP, or if you liked the grind, you start another character. The point is that at the apex of the gaming community, there is a class of gamers that have exhausted the levelling aspect of the game and use the fruits of that labor in the game itself.
In your game, new players could start out at the Galactic Academy, where they can take (or skip) tutorial missions, single-player exercises, and other little learning experiences. They can decide what sort of ship appeals most to them, what role they want to play in battles (fighter, torpedo-boat, repair ship, what-have-you) and earn certifications for different jobs and classes of ship. When they've reached a decent level of comfort, they can petition for admission into a guild, or take part in a "draft" process, or whatever. Players who have already been through this, and are just starting a new character, can skip the training phase and get right into the guilds using their old certs.
This would give each character a slightly different background, and allow players to compare more than just kill ratios and hours of play. Another feature that could help this would be a formal battle system. After a battle (not a skirmish or firefight, but a battle with guilds bringing their resources to bear against one another) the characters that participated could get little commemorative ribbons, to go with their stats from the fight. "I shot down twenty drone fighters from the Burdrin Guild in the battle of Petulon Moon," players could boast, "and took out three human-controlled fighters, as well!" The leaders of the guild who wins get to name the battle, like Henry V got to name the Battle of Agincourt.
So you've be more than just a player character, you'd be a fighter-specializing, B-rated soldier with 50 confirmed kills and 5000 units of resources brought in. You'd also be a certified fighter pilot, torpedo boat bombardier, and light frigate captain, who flew in six campaigns against the other guilds. The more scorecards you keep, the more worthwhile your character seems.
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