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Thread: game idea

  1. #1

    Post game idea

    I have a complaint. We've finally reached the 2 ghz mark. Weve got comps out there with a gig of ram (very rare but becoming more popular every day) (at least 512 for the uber comps) and 64 meg cards that push out tons of polys per second. and Multi-gig HDs, and noone is bothering to stretch these limits. I have an idea for a game that would be a TEST YOUR UBER SYSTEM type of game (like quake 3 used to be). (BTW I DONT WANT FUNCOM DOING THIS GAME) When I say loading times throughout here Im talking about the loading times in FPS, just a few secs with a little loading message, enough to pull in whatever it is their loading and slowely throughout the next X mins it removes the last location. That way if you made a mistake you can instantly turn around and boom back where you were in a few seconds.

    A RPG space game with 2 different "modes". a 3rd/1st (switchable) person mode for when on a planet/space station, and a starship (whatever view).

    Travel:
    The universe is colonized and whatnot with wormholes between systems. In order to get to these other systems you must actually FLY through these wormholes. And while flying through them you have to worry about pirates, gravity wells and what not. Energy weapons and shields dont work inside the WH and gravity wells can draw in missles and regular ammo so fighting in the WH is a big risk. and yes to keep hell from breaking loose on systems loading screens (albeit short and sweet cuz you can load huge azz worlds without loading screens as is now)

    Worlds:
    And no longer is it contact the starship/planet select land and land but you actually have to guide the ship in through the air and onto the landing pad/into the landing bay. From there you encounter another short loading screen again to keep your comp from going WHEW BIG AZZ GAME!! and boom whole world to explore/quest on. Worlds can be challenged and they will launch a defense force after you and your allies and if you succeed in wiping out their defences you can either A: force in a new governer and have them pay tribute every x months/days/years
    B: Force the current governer to send up a payoff of equpiment/credits (you dont choose amount its determined by time spent fighting defensive force/your health remaining/whatother variables could be thrown in) However if you return and fly near this planet if their defense force has rebuilt to some degree then they will attack you on sight if you travel within X klicks of that planet.

    Ships:
    Ships can range from a shuttlecraft all the way to a command ship (again fully explorable with a touch of a button...like f8 or something) yes including carriers. With crew you can hire and everything from the above worlds. and enhancements obtainable from these worlds. If your in a carrier you can opt to go get in one of your fighters and join your crew in an attack/defend. The larger ships will be equiped with a transporter device as most of the time they are the size of a couple cities. Makes landing a little hard. As you are attacked and recieve damage RELATED systems go offline and need repair. IE that hit your sat dish..BOOM no more communications until you get a engineer down there to fix it up to the point of transmission same with the other devices. (if you are inside the ship you will notice panels blowing up and crew getting injured.) and yes there is a sickbay. Most of my ideas for the ships have been done before so not too much of a need to include those here just play games like starlancer and wing commander to get a basic idea. and yes they shall have a CD player built in so you can play your own music. Music that comes with games blows butt 90% of the time. Yes have ingame music but have the cdplayer built in that plays MP3s so that no extra resources have to be taken up by winamp/realjbox/whatever. Wont play cds in the cd drive as

    People:
    500 models for each race (only 500 to limit HD consumption again im talking massive system here but more then 500 would be friggan huge) each with their own dialogs. Most would be generic again for HD space however, at least 100 per each race (note there are a lot of worlds and about 4 races prolly more) would be questable or entertaining. and F*** the mothers of america THERE SHALL BE BOOBS!!! Slap an M sticker on the box and a little warning and avoid the lawsuit. on the seedier pirate worlds there will be strip clubs where you can find quests. They also will run their own lives, some of them own starships and you can catch them flying around. If you have a freindly status (not neut) or enemy status with that character then they shall react on it. (friendly - contact ya say hey, enemy - well ya know..KABOOM neut - Nada)

    Quests:
    dunno how many storyline missions to throw in there, prolly 30-75 missions (open ended game by the way after you complete the last mission good for you but you can still keep playing. And 100-200 missions like transport x person/goods to y world/sbase or defend x from y or attack x etc etc etc. They will be randomly generated and will stay in the game the whole time. just popping up at odd locations/not odd locations.

    Dev Teams:
    If i was god and could make this game happen I would put Microsofts Starlancer team and have them develop pretty much everything EXCEPT for the story and NPC interaction. That I want to leave to the devs at Bethesda Software. I have yet to play an rpg with better character interaction and as well done story as any of their games. Sea Dogs, Daggerfall, Morrowwind (coming soon) etc etc.

    Sys Reqs:
    I would put a 1.5 ghz, 320 megs ram (prolly closer to 400), 32 meg vid card/64 reco. 10-15 gigs HD space (needs like 10 cds to install) no cd-rom requirment as that would only slow a game like this down.

    Anything That might get added down the road:
    As bandwidth and internet capablities expand through the years (cuz it will and we all know it will) perhaps even a MMORPG expansion/sequal.
    MODS. Allow people to add in their own quests/models/worlds/ships/whatever. Put it on the net dl it and stick it in said folder for it to work. Run multiple mods at once.

    Ok i did this in one sitting took me 2 hours to get all my thoughts together and put it in this post. If y'all had the systems and the cash and the whatever you may need...What would ya say..

    Lets Game...
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  2. #2

    bumpety bump

    I love it!!!!!!!!!!!!!!!!
    My dad just got 2 brand-new PP4s which are sitting in the garage and I want to stretch their circuits.

    This idea sounds a lot like Tachyon: The Fringe, and a bit of Imperium Galactica 2 mixed in, they were both great games.
    Tachyon: The Fringe has wormhole-ish things, but they are warp-gates. AND THEY HAVE THE PIRATES!!! Tons of them in fact, the worlds they put in are really big, including the largest “buildings” of their time (the space stations were HUGE!!!!!!!!!!!!!). Even the gravity wells were put in, but you don’t see them often.
    The same thing works out for landing, you have to get the ship onto the pad and press enter, or guide it into the landing bay where auto-pilot will take it from there. The worlds fit in with Imperium Galactica 2, which had astonishing graphics, and a good political system. You could make alliances with other presidents/whatever they are and use spies to overthrow the government! Along with a lot of other things.

    Imperium Galactica 2 had 3 types of species, all different and all very fun to play. Entertainment should be thrown into these games, Tachyon had a New Las Vegas space base, which was very cool.

    Tachyon and Imperium Galactica 2 teams should be put in to help, Microsoft should host the entire thing since they are the only ones with enough money to actually make and test it. Imperium Galactica 2’s team also put in some great random events, even though it is very hard to do with a simulation/strategy game, they should lead that part along with planets graphics.

    Most of the specs look great, but I would say at least 512 RAM should be recommended, along with windows XP, 2k, or ME.

    In order to install the game faster, you should only get one char and you install only what you need for that char and stuff. You could cut down on a lot of stuff with that, if you really wanted another char I guess you could install more but it would take tons of drive space.

    If you want to see what I am talking about with Imperium Galactica 2 and Tachyon: The Fringe, I recommend buying them, they really are worth it, even though Tachyon is getting out of date. Tachyons team would help with most of the ship designs, they did well with that, and IG2 really needs to be in charge of the planets and some of the communication/stuff which has never been tried in an MMORPG before.

    PS: Yes, the boobs must be put in!!!

    But when someone dies, they should be put into a hospital where they “barely Recovered” and get their ship back, which was picked up after the battle. They will have to pay to get their ship fixed (a bit more then what they guy who destroyed the ship got as a reward), and a large point of profit will be killing the pirates/NPCs so the economy works out.

    A last bit of info from your ideas: Trading creds should not be allowed, you have to make your own $ and can start in a n00b-ish area then move into a higher area where PvP will be allowed (we don’t want the best running in and killing all the newbies over and over and over….).

    My ideas: fighters should be able to team with each other and the larger ships, but the larger ship can only attack if there is also an enemy large ship in the battle, this will avoid a twinking-ish thing that could be created. A hospital/repair ship should be added to repair damaged ships in a battle. You need to call that ship to get them to tow you in with a tractor beam and be protected in their shield which blocks 98% of all shots. The ships being repaired cant attack because they would be almost immune to enemy fire due to the repair ship. Carriers and other large ships should be commanded by the guys who actually have enough money to buy them, as well as a high enough ranking. This will remove the value of exploits, which are bound to appear. Fighters should have a shield design, which can repeal the attacks of the large ships a bit better, then it would for the fighters, in a ratio comparison (the shield only gives the bonus for the heavy attacks, which would be best against larger ships).

    Space basses should also have good defenses, but can still be captured along with a few of the planets. The n00bs should also start with a weak ship but good enough to destroy the NPCs/monsters in their zone if they have enough experience. The newbies would start somewhat near to the base but in a different zone, the base would interfere with their hunting if otherwise. O yeah, an xp system should be set up like the one in AO, but another should be set up to see if the player is good at diplomatic stuff or is capable of commanding a larger ship.

    In order for this game to make a profit the cost would be huge, about $150-200 to buy from launch and $50 per month to play, this will go down over time though.

    I think I put everything possible in here, cant wait to see it come out, someday.

  3. #3
    heeh thanks for the belief man. BTW yes i do own and have played IP2 many many times, however I borrowed Tachyon and didnt play too mmuch of it. It seems I didnt get far enough into it :-).

    BTW forgot to mention.
    In the wormholes, if a large ship with a big enough engine explodes that wormhole shall be damaged. IE a capital ship of some sort. Maybe even destroyed if enough damage was done. If you are within X feet of the detonation and live through it you will be shot out of the wormhole at a relative distance between the 2 points you were traveling to. (ie every 1 KM in wormhole = 50 km in space) larger ships will have the ability to create temporary wormholes however this provides a viable oppurtinity for pirates and such to take them out with their weakened defenses. Also nebulaes and such shall take into effect with electronic systems and such.

    Its 5 am right now, i just worked a 15 hour shift at best buy so Im going to bed. Again let me know what you think of the new part i just put in.

    oh and another thing, most of the stuff in my major game explanation above is mostly for a single player aspect if it were to be single player. Obviously a lot of things would have to change if it were to become a MMORPG which would be godly. (like you said about the creds issue)
    Last edited by Divillian; Mar 12th, 2002 at 12:04:48.
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  4. #4
    You didn't mean for it to be a MMORPG??!
    I could swear that you did, otherwise it would have a tiny profit and not be as fun.

    I like your idea for the wormhole stuff and nebulas, but the wormholes should move ships a bit faster, after all, a wormhole is claimed to have the power to move objects faster then the speed of light. Wormholes should also put the players in a random spot but within an area (a ball with a 100 or 500k cubic meter volume should be big enough to hold everything which can come in and keep them from hitting each other). Wormholes are unpredictable, as they are claimed to be unstable since forces around them make them constantly change. A PvP grace system should be set up for when the ship is re-materializing (still waiting for the zone to load) so you wont get killed without a chance.
    The nebulas also need to contain debris, they are created in a supernova and stars with less mass create iron when they compress, so there will be many small and large rocks scattered throughout the nebula (Maxtor 1-7=astrophysics fan). The system malfunctions, to put it into an astrophysicy term, will be caused by the magnetic material in the nebula, which can attach to the ship and cause minor problems (laser beam is .0709 degrees off target, which makes a big difference at long range). The magnets could be removed by docking on a command ship for X amount of time, or de-polarizing the hull, which would lower shields a good amount for a few minutes.
    Other stuff in nebulas and wormholes: ships can fight in both of these, but ships in wormholes cant do this very well at all. In nebulas the lasers would have a smaller amount of damage, depending on how far the enemy ship is away.

    More of my ideas: There shall be mines, which you can place to damage other ships, but not in wormholes. There should be 2 types of mines, 1: it blows up when the enemy ship is near it, and 2: it fires at enemy ships that get within range. Both of these mines should be nearly undetectable in nebulas but they will only last a short time, until colliding with a rock and exploding. Drones of some type can also be placed on a ship, it will tell the person who placed the drone where it is. The drone needs to be fired at the ship and attach, or be left out in space, not moving until it gets picked up by any ship, enemy or allied. These drones will only last a short time until they run out of power (a few days), but they can be very useful for seeing an enemy grouping before they attack.
    Players should be able to walk around cities at will, but the cities will be more realistic. The cities will have residential parts, industrial parts (neither of these can be entered by a player unless they own the building), government/defensive parts, places where the ships can land, and entertainment areas. All players can enter all of the entertainment buildings, and these buildings could be a bit scattered to make it more like a real city. Players can also enter the ship dealerships to buy some upgrades or that new goliath-class dreadnaught they have always wanted, along with other ships.
    The capital ships would also be able to carry NPC fighters, which are not very strong but still pack a good punch. These NPCs could be replaced by fewer actual players.

    This game should be made as realistic as possible, no one will fight with steel beams or rusty blades in the year 30k. Bases should be able to launch survey probes as soon as the company finishes the zone which will be found, these drones can also spy on other bases. In order for this game to have fewer bugs, the data should be split so a patch that makes the laser the correct color does not also make ships self-destruct automatically.
    Hope you like my new ideas. I didn’t work overtime or anything but I was up until 2:30 AM last night doing the homework, which I was not supposed to be assigned until a few weeks from now. Yipeee, I have just as much homework today, sux to not get paid for this stuff.

  5. #5

    in this update..Capital ships

    More stuff on ships. BTW ive been keeping a log of these posts (yours and mine) and once finished maybe we could submit it to someone. With your permission of course.

    Since weve decided to make this a MMORPG

    Battleships, Carriers, Cruisers etc etc.

    These ships can only be bought by a corporation. And when not manned are invincible and use AI to patrol a small area. Only the guild commander, or a Navigator can "Drive" the capital ship. These larger ships cost a HELLuvalot of money but as long as you pay insurance you wont have a problem with the ships being lost. Insurance will probably be 5% of the ships total cost every X RL days or something. Due to the larger ships slow firing rate and poor targeting scanners (against smaller ships) Cap Ships are practically useless by themselves. And much much more useful if used in alliances.

    Carriers
    (of course) are useless without their fighters. They have only a few turrets and are not capable of truely fighting off anything bigger then a small force (without fighters of course). Guilds buy their fighter contigent ranging from scouts to heavy fighters and then guildsmen can jump in and take off to escort the ship in whatever ship they prefer. To choose said ship they go down to the launch bay walk up to a computer panel that displays the ships the guild owns and allows him to select armaments and the ship itself. Upon docking with the carrier, if damage was done to the ship, then Repairmen (and Repairmen only) can then go down to the launch bay and begin repairing the ships. Decals can be put on the fighters for a small fee at any seedy space station. (Giving your guild a specific look to it). This fee is dependant on number of ships you own - ships with selected decal.

    Battleships
    Large gunships. Multiple turrets and plasma launchers. Can easily take on 1-2 other capital ships if done right. However its firing rate is relatively slow and moves slow when not in warp. However its massive firepower makes up for it. The battlecruiser will suck against the carrier if the carrier has a good sized contigent of fighters. Those fighters can go through and destroy the turrets on the battleship leaving it defenseless. However if the battleship is allied WITH the carrier it becomes quite a powerful force. The fighters can take out any incoming torpedos a lot easier then the turrets can AND the battleship could focus its weapons on the enemy capital ship. The battleship does NOT have torpedos. It is a pure gunship with hardcore damage dealing turrets.

    Cruiser
    There are 2 types of cruisers. Light Cruisers and Torp Cruisers.
    Light Cruiser
    The light cruisers are a lot like the battleships except with less armament and higher fire rates and travel speeds. Less armour and a smaller crew requirement
    Torp Cruiser
    The torp cruisers are remodeled versions of the Light cruisers, with the exception that they contain NO self defense besides normal shields. Which they must drop to launch. HOWEVER, if they manage to get off a shot of a few torps your looking at one dead Capital ship. Perhaps more. These torps can be intercepted by fighters, but not turrets as the torps are too small. The torps do track ships however by the EMP signiture of the engines. During the time it takes for the torps to get to the ship an Engineer can go down to the engine room and use a device on the engine core that will cause the EMP signiture to either be masked or altered so that the torps MIGHT lose their track on the ship. However these arnt dumb torps there is a chance (CHANCE NOT GARANTEE OR ALWAYS MISS) that they will recallibrate and begin tracking the new signal. Torp Cruisers are nice to have in your armadda.

    Coming up next post...Jobs
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  6. #6
    damn, I just typed up about 2 pages of stuff then I went into a stupid "no thread specified" thing and it was all deleted.

    Oh well, time to retype everything I had.

    my new estimated system requirements:
    512 MB of RAM, minimum
    geforce4 mx graohics card, minimum
    1.7 ghz operating speed
    12-15 GB of memory
    at least a bandwidth line, T1 recomended

    other stuff:
    $150 to buy at launch, US dollars
    $25-35 per month, US dollars
    3-5 years of programing, depends on how many people they get to make this
    9 months of testing and debugging

    the fighters:
    same as the ones on tachyon, they did a good job, but mainly:

    heavy fighter: medium shields, strong hull, lots of power for weapons, slow, low agility, best for taking out large ships

    attack fighter: strong shields, medium hull, fast, fairly agile, good amount of power, best for taking out other fighters

    light fighter: everything from the attack fighter but lowered by a bit, except speed which stays the same, agility is increased, and it is smaller and harder to hit, also has booster engines which give an extra burst of speed but with a slow recharge and they dont last long

    interceptor: medium-light shields, light hull, low weapons energy, high booster energy, very fast, very agile, best for scouting missions or rescuing someone quickly

    probe (comp controlled):medium-light speed, low agility, no shields, low hull, no boosters, no weapons (unless an attack probe of some type), must be pre-programmed to go somewhere, destination or path can not be changed after launch, sends info to the owners about what it has found or investigated

    The fighters are controlled by 1 person and only one person, I dont want a guy flying my ship whom thinks it would be fun to have my interceptor attack the grand battleship, the interceptor would be destroyed in one shot btw, the other fighters might last two or three shots.

    Destroyers should specialize in destroying fighters, they will have many light weapons, a good shield, and a light hull.

    All shields will recharge automaticly but hulls will be repaired at docking pads/bases/medical ships/carriers/ect..

    next up, I hope, planets and their city(s):
    Last edited by Maxtor 1-7; Mar 29th, 2002 at 02:57:54.

  7. #7
    ok...still workin on jobs I will post them when i finish them. As for what you said about flying your own ships...You own your own fighter. However you can fly guild owned ships from carriers. Those guild owned ships dont have an actual owner. Its more like their insured loaners. You can fly your ship if you so desire but dont forget that sometimes there are better ships to fly. You need higher Pilot skills to fly higher level ships. That way if some numbnut flies your ship and puts on ramming speed into a space station, you dont have to worry about your ship going bye bye. It is in your personal hold at all times...unless your flying it of course. and also that no thread specified...i one time wrote 4 pages of stuff in a post, didnt post it for 5 hours, then clicked the post button when i got back from school. Went through without a prob...sounds like you had a wonderful Funcom Glitch.

    Another lil update, this time about personal ships. If you own one (you can sell yours when you become part of a guild, you have to sell it or put it into storage if your guild takes on a non-carrier class ship as their is no hold on non-carrier class ships for fighters) you can leave the carrier (obviously you WONT want to do this without informing your commander first) and can depart to do personal buisness amongst the universe. And so you can return at any given time the Carriers position will reflect on the galactic map. You just open your map and plot your course towards the carrier. Only your carrier shows up on the map. Personal fighter ships have a small hold for running missions and a Pilot center built in. In this pilot center one can review stats, guild info, your personal stuff. Also missions can be obtained from the pilot centers and communications as well.

    I dunno im tired.... BTW for flight dynamics and other stuff related to flying...microsofts flight simulator people...right there baby. Get the joystick (required, perhaps shipped with game). anyways...me go sleepy nowzzzzzzzzzzzzzzzzzzzzz
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  8. #8

    Talking JOBS!!! FINALLY!!!

    ok for the space based jobs heres what I have so far...

    Where I have +1 that means that their a specialist and that basically they get 2 bonuses in that one area. (one for being listed and +1 bonus for being a specialist)

    After this post I shall post the details about skills. Ill wait until that post to tell anything about the skills as their still in the hmm phase.

    Jobs can be attained by traversing to Sol and going through the job training. I shall talk about how to level as each of these classes in another posts called...Leveling and Exp. Job Training is an actual part of the game you go through and can last from not long to very long depending on the proffesion your going for. How much time you spend in training affects + your previous stats affects your post training stats. There will be 2 parts to the training, one where the trainer interacts with you (in AO terms an ARK tells you about the controls...a TRAINED ark), another is an obsticle course (similar to AOs missions but without the difficulty setting they get harder and harder each time you go through) The vast majority of people will be a fighter pilot (obviously) until they join a guild. Once a member of a guild they will be allowed to attend Sol school as a captains recommendation is required to join. (A captain has to give you a trade skill item allowing entrance to Sol Acadamy) The training teaches you all about your new POV (point of view) your new tools abilities and meaning to life. Just because youre X job doesnt mean you cant do certain tasks. It just means your better at the tasks your a specialist in. I will explain that more in my skills post. Jobs are necessary for any guild. Wether those guilds want any is up to them, but each proffession will be highly desirable to guilds. Their need is self explanatory but OBVIOUSLY a guild needs at least one gunner if their going for a capital ship and not just a group of fighters, they OBVIOUSLY need a navigator to pilot the capital ships and they obviously need a construction worker in order to repair/construct ships. Etc etc etc. (the researchers need will be explained in the research post). In addition to the skill bonuses that the varying proffesions offer, at the start of the game the player will have to chose amongst the skills as to which skill he wishes to "have a talent" in. That skill is immediatly bumped up to a "Highest skill trait". If they get a job later where this skill is a highest trait already it will stay at that level, not rise another bonus. There is no number bonus but it is very easy for the character to raise. (to be explained in the XP/JP post)


    Layout
    Job:
    High skill trait (High bonus & easiest to raise):
    Medium (Medium bonus and easy to raise but as easy as the highs):
    Detail:
    --------------------------------------

    Fighter Pilot
    ----------------
    Navigation, Gunnery, Firing, Maneuverability
    Evade, Repair, Communications
    The fighter pilot is a person who trains themselves to be the main line of offense or defense in ship to ship combat. The infantry of space use their ships agility and light destructive power to decimate the enemies defenses leaving them vulnerable to destruction from the larger capital ships. One of the most important professions of the universe. Their ability to evade shots isn’t the greatest but…whose is. A really nice thing about the pilots is that they tend to build an affinity with their ship, learning its workings in order to save money on repairs. This allows them to do minor alterations and moderate repairs to damaged systems. They also tend to learn many alien languages in order to taunt whoever their chasing down.

    Navigator
    ----------------
    +1 Navigation, Maneuverability, Evade
    Medium command, medium gunnery, medium communications
    The Navigator is a highly sought after job as they can fly almost anything. With the ability to jump in the chair on an unknown vessel and command the controls with a mastery that only a few know, the Navigator is the only profession allowed by Interplanetary law to “fly” capital ships. In an emergency situation the Navigator can take command of the capital ship should the Captain be detained for whatever reason. Navigators also have the ability to read multiple languages for their need to decipher alien maps. They have the ability to compare and match letters to understand coordinates and names.

    Gunner
    ----------------
    +1 Gunnery, Firing, Evade
    Navigation, Maneuverability, Negotiations
    Gunners ability to make the weapons of their ships feel like an extension of their body makes these men and women specialists at damage dealing. Their able to focus in on weaknesses on enemy vessels and do more critical damage then others and are able to manipulate their controls better to evade incoming weapons. Gunners also have the ability to command smaller craft and one always is able to talk enemys down when their looking down the barrel.

    Captain
    ----------------
    +1 Command, Navigation, Gunnery
    Communications, Negotiations, Repair
    Captains, obviously, captain. Their job is to deliver orders and commands to those on the ship. They keep a cool head in tense situations and if needed can jump to most any other station to take over if they feel a crewman is unable to do their work responsibly. With the ability to speak multiple languages, negotiate trade and even do minor repairs to ships, the captain is a very versatile person. This versatility comes at a price and is very expensive and requires a long training time. One must truly wish to go through with becoming a captain before signing up. Captains are the only ones able of purchasing capital ships for their crew. They must have a crew before they purchase the capital ships.



    Research Engineer
    ----------------
    +1 Research, Science, Communications
    Repair, Negotiate, construction
    The research engineers are the brains behind any true collection of people. With a group of other researchers, they put together the vital technology behind the functioning of everything in a system. A vital part of any guild. Researchers also have the ability to speak many languages to get their ideas across. Since researchers put together every piece of technology in use they also have the ability to repair them to a working degree. Maybe not fully functional but they can get it working again. They also have the ability to negotiate with traders on the selling price on their technology. They also have the ability to assemble prototypes of their researches.

    Research is another matter and shall be talked about in a future post...not too long though prolly tommorow when I also post about exp and skills.

    Construction Engineers
    ---------------
    Repair, Construction, Communication, Negotiation
    Command, Research, Firing
    Construction Engineers are the building blocks of the races. Although it is possible to purchase ships it is much cheaper to make your own. Construction engineers are also the only ones with enough knowledge about repairing ships to add or remove or modify any equipment on fighters and capital ships. Their ability to fully repair any damage to ships makes these people invaluable to have in your team. Since their usually dealing with members of multiple species when discussing repairs and bills they know multiple languages and how to manipulate people with their command of equipment knowledge. They can also get groups of engineers rallied together or fixing large problems and since they spend so much time with researchers and their prototypes they tend to pick up a few tricks of the trade. Their arms, built up from the assembly line are large and powerful and great at manning turrets. Not as good as gunners however.

    Traders
    --------------
    Communication, Negotiation, Navigation, Command
    Research, Evade, maneuverability
    Traders are the source of credits. With a large knowledge of languages and the ability to coerce people into purchasing the traders pick, they tend to have a closeness with others. With the need to find new trade routes safe from pirates and perhaps undiscovered resource sites, their knack with maps in unrivaled with all except navigators. The entrepreneurial spirit has not died throughout the millennia and lives on in the traders mind. Two for them, none for you. Since transporting classified research can be boring many traders find time to read the research that they are carrying. And not always is it easy. At any given time pirates can show up. This is where the traders show their true selves by avoiding combat as much as necessary.


    Any Q's about this/past/future posts either
    A. Post question to have it answered by either maxtor or I or
    B. Email/ PM me @ Schenn2001@yahoo.com


    FUTURE POSTS WILL INCLUDE!!!
    Monetary systems in and out of guilds
    XP and JP
    Research
    MILITARY JOBS NOT SPACE JOBS BUT MILITARY JOBS!!
    Last edited by Divillian; Mar 31st, 2002 at 08:49:34.
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  9. #9

    Monetary System

    (OT instead of $50 a month (thats too much damned money Hell I cant afford that), how about $30 instead or offer an hourly charge like .50 an hour (4 hours a day = 2 dollars a day = 60 bucks a month))

    Ok out of guilds money is all yours. What you buy what you sell what you make everything...all yours. However if you own a personal ship...which you DO! you can purchase insurance on it to keep you from losing all the addons you popped in there (new laser cannon, extra uber buff shielding). It takes 5% of the ships total worth out of your creds 1 hour after you log in unless you were disconnected then you wont be recharged. (There will be a setup to know when your disconnected and when you log) ANd to prevent exploiters if your disconnected in the middle of a battle you will be charge 10% next billing cycle. So dont be pulling out in battle...run away if you must but no uh oh bout to die... cable null!!!

    Upon joining/creating a guild, every thing you make from then on is cut 75%-25%. 75% of the creds you make go to you, 25% of the creds you make go to guild. In turn any players have the ability to draw out 25% of the guilds current funds. So no matter what the guild wont lose all its money unless everyone pulls out. Even then there will still be a large amount in the guild bank for the captain to withdraw or do whatever with. Also in turn for being a member of the guild and contributing the 25% of your funds, 1 hour after you log in you will recieve a payment of 5% of the GUILDS current funds as a paycheck. So the more you contribute to your guild, the more you get back. If you stay logged for more then 4 hours in one sitting you get another paycheck. Paycheck funds are NOT taxed by the guild and sent back to the guild bank. Only cargo sales, mission rewards, yes even personell transactions. Like I said the more you put in the more you get back. This is to do 2 things. Make you feel like you are actually a part of the guild, and 2. Enforce the want to be in a guild for the paychecks.

    The only thing preventing exploiters from destroying their guild bank is that on the hour every hour it detects whether or not there is any action being taken on the players part. If there has been no action(and by no i mean none) for 10 minutes, it then checks 2 more times every 10 minutes. If there was no lenthened action throughout the whole 30 minutes(IE he taps the spacebar then walks away, he would have to jump through a couple sectors or whatnot) then the player is logged out and a notice sent to the guild commander. (Message from the interplanetary council: We found your guild member (Char_Name) alive but asleep out in space. We have returned him to your base of operations. Please ensure this does not happen too often as traffic in that sector has been increasing lately and we do not need any more collisions in that sector) And the players ship is either A sent to the guilds starport or to their carrier (if they have one)Otherwise the timer is reset to 0 and will not check again until the hour rolls over. This will help to reduce bandwidth from campers and guild theives.

    Starports and Planets will have their own set balance that is created at the time of launch and adjusted daily. Purchases/Sales done at the stores which affect the balance immediatly, plus ((Population*.75 (employed population)) * tax rate) will update every day at midnight GMT. THUS their is a set limit to the amount of creds in the universe.

    Any q's or comments post here or email me
    Schenn2001@yahoo.com

    Future posts!!
    XP and JP/SP
    Research (and max lemme post the info about research before ya say anything about it..I know you wont but trust me)
    Military Jobs
    Piracy!!
    Guilds and the cool stuff they get
    Last edited by Divillian; Mar 31st, 2002 at 09:09:25.
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  10. #10
    btw this is one huge thread to read through

    Gnite for now...looking foward to posting again. And Max if you can think of any additional SPACE BASED jobs please post them.
    Last edited by Divillian; Mar 31st, 2002 at 09:06:07.
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  11. #11

    XP/JP/SP

    OK now on to the XP/JP/SP system.

    First how do you gain XP.
    You gain XP by doing anything. From tradeskills to combat. XP from trade skills is relative to combat. IE you get 500 exp for killing 31337d00d and you'll get 200 exp for repairing a ship. Might not seem like much but if theres 3 damaged ships... easy 600 exp. BTW these arnt actual figures exp will be calculated through difficulty formulaes and whatnot. XP is also gained through just flying. If your within a system youve been in before you get 5 exp every 5 mins, however if your in a system new to your charactor then you will get 50 exp every 5 mins. (Again not actual figs just examples)

    What is JP?
    JP stands for Job Points. You get JP based on what you do. While in combat you gain JP in your gunnery skill. While flying around you gain JP in your Navigation skill. etc etc. The amount of JP you get is relative to the difficulty of the scenario. JP are assigned by doing specific tasks. Research for research skill, repair/construction for repair/construction skills etc etc etc. This would be similar to UOs trade skill pattern. You raise the skill by doing it not by gaining exp to gain levels. It takes a (relative to level) lot of JP to raise the job,

    What is SP?
    SP stands for skill points. You get SP from gaining levels. SP can be distributed through the base skills of strength, agility, intelligence etc etc. These basic skill points affect not only personal gear when disembarking on a space station or planet, but even your job points. IE you put SP into strength, your gunnery and construction and repair get affected. Intelligence - Captain, research, negotiations goes up. etc etc etc.

    Future posts!
    -----------------
    Research
    Military Jobs
    Piracy!!
    Guilds and the cool stuff they get
    Skills and what they are and what they do
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  12. #12
    Space base jobs you say? Well, I have only seen one episode of Star Trek: Deep Space Nine in my life, but I will give it a shot Or do you mean jobs in space like on the normal Star Trek? Hehe, Oh well: I will do space bases and edit yours .

    Base comander: is in charge of the base, players can only controll small bases because the big ones are comp run.
    skills: Propaganda, employee control, ESP, blueprint knowledge (boss cant get lost you know), leadership

    cheif engy: keeps the base in working order and makes all upgrades.
    Skills required: mechanical engying , energy transformation, blueprint memorization (its a big base and they must know the entire freaking thing), mechanical repairs, and maybe a few player specific things. Also a general engy skill

    cheif systems engy: takes control of the comps and if a bug comes they must fix it.
    skills required: computer programing, and bug isolation

    weapons engy: takes care of the weapon systems.
    skills: weapon repaire, job safety (big gun, lots of power, anoying co-worker ), targeting systems, hydrolics control.

    engine engy (for ships): makes sure the ship keeps moving.
    skills: quantum motion, energy transformation, motion mechanics, anti-particle projections and control, energy storage and confinement.

    navigator (my version): plots a ships course and keeps it out of enemys/weird stuff in space's way.
    skills: gravitational predictions, enemy course evasion, motion mechanics, quantum motion, ship guidence.

    ships scientist: does all of the researche on a ship.
    skills: universal theory of relativity, gravitational predictions, quantum mechanics, energy transformation, anti-particle predictions and controll, and tons of other stuff (many of these guys would be needed and are entitled as a specialist in some thing).

    security officer: Is on bases and ships, keeps the thing safe.
    skills: weapons targeting, movement predictions, enemy knowledge, weapon configuration, Worf-yness .


    I think some of the jobs like repair guy should have the person just be there and lead repairs, not go into some ugly crawlhole with a thingy to scan stuff and another thingy to fix it, robots can do that part. Repair guys will tell those robots what to do, all answers which can be selected will be correct but some would be better then others.
    Also, people cant work together in a game, we are getting to argue about what this envisioned game is going to be like and I cant imagine what would happen between a captian and security officer for planning attacks. What would really happen is the guys do some stuff from a selection of choices (if that). They are about useless other then that and their skill, which would be eisier to upgrade if you work within the proffesion that requires it. basicly: you are there and do nothing, everything just depends on the skill you have for stuff.

    Now, for guild money and stuff: The leader should set a tax amount, about 0-10 % of everything you take in (5% standard). You should also be able to make donations. Your ship is your ship but the guild can give you a loanish thing to buy a better one, if you leave that guild the unpaid through extra donations part of that loan is given back, if you dont have that much the ship is given to the guild and you get whatever amount of money the guild didn't pay for the ship. There should not be nearly s many guilds in this game as in AO, AO is out of controll with guilds trying to break the 50 members mark. Also, the guild pays you nothing in general unless the leader says so.

    And onto the economics of the game: There should be a set amount of money at the games start which can be recieved on average per player, more money might be allowed as time goes on. Each race has to get money from the other races in order to pay pilots for running missions and stuff, the more money the race has the more they can pay. If that race has run out of money the person will be given an item instead which is worth about 3/4ths as much as they would get paid before.

    The planets/cities: Basicly all buildings will be unique in some way, wether its a diferent border around it or an extra room has been added, I am getting tired of the cut-and-paste style of AO. Each planet should have at least 50 square miles of playing space outdoors, and most buildings can be entered unless its someone elses house or restricted. You can buy houses/apartments/condos in the game and will always walk around with a selectable chart that lists where they all are, you can enter them by being DNA scanned but you dont notice that.

    For entertainment lots of building should be on each planet (at least a dozen). Bars will have bartenders, strip clubs will have hot strippers, ect, hehe.
    Government buildings should be on each planet and you can go to the lobby of each of them and submit ideas for that planet, they will go to the game devs under suggusted improvements or stuff for the story line.

    Did I say $50 per month? I thought I put down 30ish, maybe you live outside of the US.

    Now, for my one so-far comment about research: The company that makes this game should call up well known and respected scientists (Stephen Hawking, ect) to get this stuff right, the company should list those scientists in the "thanks to" part of the game and a donation should be given to a charity/research group of their choice for their trouble.

    I like most of your stuff for job and skill and xp points, but when becoming a proffesion do you actually have to take a class? cant you just go through a tutorial which you can go through over and over for a refresher course? I think there should be several levels of this btw.
    No one should have to talk to a real person to learn how to play this game btw, they would quit and the waiting line to learnstuff would just get longer and longer...
    the extra xp stuff for exploring should be an alotted amount by the dev for the zone and lvl/skills of the char, there is also a chance of them getting killed in that zone.
    Last edited by Maxtor 1-7; Apr 1st, 2002 at 02:39:39.

  13. #13
    well NM it seems that I have a clone that thinks like me. And this clone is CCP. Go to eve-online.com. Its my game...Oh well at least it will exist.
    Long live the metal
    Death to OT SCUM!!
    Member of the Mercury Dragons
    Divillian

  14. #14
    I don't think that can be done as of now, it would take at least 10 years of programming to get it up to what we set, then the graphics wouldn't be half as good as they could be. This idea will probably be brought back when it can be created well and have great graphics. I just don't see EVE being as big as they claim it will, more like a Tachyon setup with a few more features and 100% online.

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