Quote:Original post by fastlane69 How a Star Trek system could work:
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Nicely thought out! I like the idea of approval from others, which might work well in both an MMO or single-player context.
One of the interesting things your post made me think of is how reward comes in many different forms. What you're suggesting could be a reward in terms of
experiences the player gains access to. Ironically, it's a little like console level unlocking, which I hate, but made palatable because it has a plausible premise.
Quote: There are restrictions to what you can replicate based on energy available, pattern availability, and level of character. Furthermore, some request to replicate require multiple confirmations from character or NPCs
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Access protocols, or command protocols, I think Trek called them. It makes sense that you earn multiple protocols as a result of both your ranks and past achievements.
If you have an underlying loyalty or NPC opinion system, you also get politics for free. That possiblility is VERY intriguing, because what if you find yourself in the position of wanting something from two people, both from which you need approval, who are at odds? (I'd like to see a freeform way of improving relations, though, which could also be fun.)
Quote: You start out as a private citizen. As such your needs aren't great, but neither are your demands.
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When I first read this it worried me. But it's a classic sociological problem, brought to the tiny universe of game design: Are people motivated because of scarcity, or motivated because of deeper drives that, when scarcity is eliminated, can come to the fore?
I was going to be cynical and suggest that traditional RPGs have set our expectations, but thinking about it carefully, I'm not so sure. One of the first things many of us seem to do in an RPG when we start is go looking for the action. Our motivation is wanting something cool and fun to do.
Quote: One day you look up to the stars and wonder "what's up there for me?"....this takes you straight into the offices of Star Fleet where you promptly sign up. Now, with your new level of ensign, you have more rights to duplication...a uniform...a type I phaser...etc. As always, if you have need for more you can go to your captain to request it (but don't go silly on your requests or you will be demoted) |
Demotion would work, but I think an even cooler nuance would a virtual community's regard for you. Give the player the opportunity to make any request, because it just might be the crazy plan that works. But if it's too out of bounds, or you fail, those in charge are going to stop listening to you. This makes it progressively harder and harder to win your way back into everyone's good graces, yet the option would always be there.
(Then, of course, there are those transfers to the arse end of space if you really goof up, which I think should just be an easier area that you can rebuild your rep in.)
Quote: After many adventures, you are promoted to captain. There is no limit to what you can replicate on your ship (energy willing) but you must have the designs on record. You find out that star fleet has just come up with a new design for your ships phasers, but unfortunatly the Ferengi have stolen them. After a series of encounters with the Ferengi (non-violent and often funny), you finally manage to upload the design into your computer, replicate and install your new phasers. |
It's risky because it interrupts / alters the cycle of attaining, but this might work because your main interest at this point would probably be the choicer assignments. And maybe attracting the best of the best in personnel.
Quote: After many game-years, you have seen the stars and are sick of command...you want to effect a greater change on the Federation. Thus you work and ultimitly are promoted to admiral. Here you have true unlimited resources and your only obsticles to replicating a mass armada of galaxy class star ships and start to explore the Beta Quadrant is a) politics (it takes 4 Star Fleet admirals to approve the constructions) and b) energy (you have to make sure your planet has enough energy for it's needs before you can divert for your needs)
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For this to be possible, you'd need a uniformly consistent system (to serve as foundation for the code). So at the citizen level, there'd have to be something involving politics, to both set expectations, give players a taste and allow them the time to train themselves on how to play it. If things weren't uniform, you'd have to develop separate AI and game dynamics to back each new phase, which would be harder to create.
Conclusion
Quote: for eg, some people (like Kirk) will never like being admiral and thus may be quite content with the freedoms and restrictions therein. Others, like Janeway, go straight for the top and don't stop. |
If you were Kirk, hopefully playing the game would be its own reward.
Wow, I wonder what it would feel like to play a game where both the traditional money / resource system was in place, and this opinion / reputation system. It would model the difference between working for yourself and working for some large body. I wonder which most would prefer.