The population density=bustling with life I was refering to = actual game player population density.
You can't have that many worlds(places to go to) without stretching actual player density too thin. In other words, we need lots of player interaction.
Axiomatic wrote:15 minutes to cross all of known space is SLOW?
I'm sure it's not, but for gaming purposes it is. For example a friend on the other side of the galaxy gets attacked. It would take 15 minutes to go and help which in all probability be too late.
This in turn makes humans more likely to bunch around at keep together. Greys would be incouraged to act alone more often.
Zablorg wrote:Hrm. I might be able to provide some ideas but they would require some info on the scale of the space combat. For instance, could players organize their own small fleet, similar to a "guild" found in many other online games? How would the warfleet battles occur? (for instance, would you receive pleas for assistance from ongoing fights, or would you simply follow the warfleet around and fight whatever it decides on?)
Scale as currently planned would be player organized fleets vying for domination or control of outposts(expanded upon below) or on 'quests' generated by server for 'gold = in game currency'
Player would start as a small scout ship able to advance to big mothership(battleship, carrier) types(current plan is to make mothership types economically unviable so that several players would have to band together to keep mothership running in effect forming 'guilds' by necessity).
There will be no 'levels' ; economics will dictate who gets a mothership or not. There will be however levels for crewmen(tradeable commodity).
Lagmonster wrote:Hrm. I might be able to provide some ideas but they would require some info on the scale of the space combat. For instance, could players organize their own small fleet, similar to a "guild" found in many other online games? How would the warfleet battles occur? (for instance, would you receive pleas for assistance from ongoing fights, or would you simply follow the warfleet around and fight whatever it decides on?)
Current plan is to have 'outposts(small moons or whatever)' player controllable.
There should be several 'core' worlds that provide safe zones and ship upgrade facilities per race.
The fringes have the above mentioned' player controllable outposts. Outposts will have some special 'resource' that would generate income making incentives to attack and keep in a players 'guilds' posession.
Outpost rescources will runout after several weeks or so too keep more powerfull guilds from monopolizing in game resources.
Defense of outpost should be easier than attacking and taking one.
Zablorg wrote:I just had an idea; Blackmarket smuggling!
This is a great idea, and an additional incentive for small unnoticeable ships. Passed along to creative team.
Zablorg wrote:And following that, how about big government sanctioned ships that go around patrol routes or something monitoring for illegal activity
This is obviously necessary for policing grief inducing players. We plan it so that griefing is VERY difficult, but not impossible.
Again, everything I've mentioned are just preliminary plans, nothing has been decided yet, so any suggestions, points that can be improved are very very welcome.
Current timeline for development is :
12 months for creative development and client side development.
6 months for alpha testing.
6 months for beta testing.
Launch in May, 2010.
Of course if we lose out to internal competition(another team is also working on a sci-fi MMORPG) everything goes down the drain. Which would also suck because then I would have been part to a losing team which reduces my chances for a nice contract the next year