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Ideas for Online Traveller

JAFARR

SOC-14 1K
Well school is back in session and pushing a vacuum cleaner allows lots of thinking time. Today I got an idea for a limited type of online Traveller. I have been playing an online game where each character plays against the game universe, not against other players. The universe may be modified by other characters actions (usually by the accumulated number of victories for one side or another), but players never actually come in contact with each other in the game universe. They can meet in the discussion forums outside of the game universe.
BTW, this game has 2 levels, a free, zero cost option that only requires an online connection, and a single payment version that elevates your character (s) to the complete game with options to acquire all the goodies that don’t come with the free game. You can also make more payments if you choose to buy special “nova gems” which allows you to buy “Nova Gem” models of various devices. Occasionally they offer a special package which gives bonus purchasing power in the form of a greater than normal number of Nova Gems per dollar spent.
Going back to the Traveller aspect of this discussion, I asked myself how to apply that style of play to Traveller. I came up with the following ideas.
(1) Give it a merchant takes on the universe theme. The PC is the captain and makes the decisions. Other crewmembers are NPCs. I found very few of the modifications in Mongoose Traveller to my liking, but the idea of Starship shares could work very well with this project. If the crew owns their ship outright, it opens up a world of opportunities that would not be feasible otherwise. How to apply this to game mechanics? All PCs have either TAS or ship ownership as mustering out benefits. Count each TAS benefit after the first as 25 ship shares. Do the same with ship benefits. Count a 100 Ton ship (a scout) as 100 ship shares. Therefore your 25 shares equals MCr 6.9075 in buying power to purchase ships. Have several standard ships that crews can buy for their ship shares. (A) Type R at MCr100.035 equals 14.5 benefit rolls to pay off – add some weapons and call it 15 full benefits. (B)Type A2 at MCr66.175 equals 9.6 benefit rolls so add some weapons and call it 10 rolls. (C) Type A at MCr37.08 or 5.4 benefit rolls so add weapons and call it 6 rolls. Extra rolls can purchase small craft etc.
(2) Which leads to the idea that the PC is the captain and he has to recruit his crew, so what skills and stats would enable him to do that? Once recruited, how to retain their loyalty? So I added another stat to NPCs – loyalty. The idea is only the computer sees that loyalty stat and uses it to determine actions detrimental to the captain’s decisions. Over time with no adverse action taking place, crew loyalty will increase to 100%. I have farther thoughts along this line, but reserve them until I see if Forum users input will help me to further refine and define how to apply loyalty.
(3) Maybe allow other PCs to play crew members of proven loyalty by having the captain give them a password to use for access to that NPC.
Now how about some feedback on the general idea please. Would this limited form of Traveller appeal to you? Programmers, can it be set up this way?
 
I'm not a programmer at all (well I was ok at Apple Basic, Fortron, and Pascal back in the late 80's :) ), but I had always thought someone should have thrown togather a simple program such as the freebies you can find online (like those in Facebook, various online strategy games, some competitive, some not).

Is this the kind of simpler program you meant?

If you have any idea what I'm talking about, why not something like Mafia Wars turned into a non-graphical pocket empires competitive game? Or perhaps Farm Town turned into a megacorporation trading game with a sector sized map and 20 players competiting upon it? A single trade ship simulation seems easily doable also.

I guess you would have to call it Wanderer instead of Traveller to avoid any legal smack downs. :devil:
 
Even a simple merchant game would attract Traveller players. But here's what I'd like to see:

Summary

  • Use a persistent Spinward Marches.
  • Use Very Simple Chargen. Just include useful skills. Don't even worry about the UPP. Allow three decision points, then "generate" the character. Model skill improvement through skill use.
  • Use Kinesthetics. Movement is a key component in combat, trade, and exploration.
  • Don't worry about individuals. Keep it abstractly on the "vehicle" and "starship" level.
  • Use a Kiddie Pool. Class A starports are safe zones. Class D, E, and X starports are always dangerous.
  • Encourage Cooperation. No "starport service fee" for player-to-player trading. Convoys prevent piracy (or, Hunt In Packs).
  • Encourage Help. Make it easier to protect traders than prey on them. Provide plenty of of pirates, Vargr, Zhodani et al for target practics.
  • Encourage Exploration. "Landing" on any world; use very simple terrain mapping. Prospecting, belting, survey, re-contacts.

Long Winded

I had such a game up and running ten years ago. It was barebones and nongraphical, but was a persistent Spinward Marches that let you jump around the sector at your ship's jump rating. Your ship automatically took on passengers and freight, and you could see the ships of other players who were at the world you were visiting, but there was no interaction. Of course people wanted more capabilities, but it was diverting.

Five years ago I had a very plain online, graphical version running, which presented you with a system-wide view and a tactical view. You could jump to any world within range of your ship, and you got to maneuver to the target world, and you couldn't jump until you crossed the "100D" line of worlds and stars. I used huge NASA images of our solar system for planets.

Kinesthetics made the game more enjoyable. It wasn't a desire for realism, but rather a desire for some physical skill involved... games that use both the brain and the body tend to appeal to me better than just one or the other. I think combat should capitalize on physical skill, but so should trade.

For player interactions, I've been thinking about ways to use cooperation instead of competition. Teams of merchants should be effective against pirates. So also trading between players should be encouraged (tack on a service fee when trading with the commodity exchange, but allow free trade between players).

One final aspect is exploration. How do you explore unless there's things to discover and rewards to be awarded? World survey, prospecting, belting, or checking up with systems that are out of the communications loop.

The games I wrote and the themes I addressed specifically lacked character generation and "surface" operations: you couldn't land on a world and wander around there. This is because world terrain and mapping are something I haven't done much of (though I'd like to), and chargen is relatively complex (though it can be simplified).
 
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I've been thinking of putting together a basic Pocket Empires program that would handle the mechanics associated with the record keeping and decision-making per the T4 Pocket Empires book. In theory it could handle multi-player (certainly easier than developing a rules-based opponent engine). There was a similar application for the campaign version of Starfire that gave me the idea.

I have lot of work projects going on, so this is more a long-term item than anything immediate, however.
 
Even a simple merchant game would attract Traveller players. But here's what I'd like to see:

Summary

  • Use a persistent Spinward Marches.
  • Use Very Simple Chargen. Just include useful skills. Don't even worry about the UPP. Allow three decision points, then "generate" the character. Model skill improvement through skill use.
  • Use Kinesthetics. Movement is a key component in combat, trade, and exploration.
  • Don't worry about individuals. Keep it abstractly on the "vehicle" and "starship" level.
  • Use a Kiddie Pool. Class A starports are safe zones. Class D, E, and X starports are always dangerous.
  • Encourage Cooperation. No "starport service fee" for player-to-player trading. Convoys prevent piracy (or, Hunt In Packs).
  • Encourage Help. Make it easier to protect traders than prey on them. Provide plenty of of pirates, Vargr, Zhodani et al for target practics.
  • Encourage Exploration. "Landing" on any world; use very simple terrain mapping. Prospecting, belting, survey, re-contacts.
Long Winded

I had such a game up and running ten years ago. It was barebones and nongraphical, but was a persistent Spinward Marches that let you jump around the sector at your ship's jump rating. Your ship automatically took on passengers and freight, and you could see the ships of other players who were at the world you were visiting, but there was no interaction. Of course people wanted more capabilities, but it was diverting.

Five years ago I had a very plain online, graphical version running, which presented you with a system-wide view and a tactical view. You could jump to any world within range of your ship, and you got to maneuver to the target world, and you couldn't jump until you crossed the "100D" line of worlds and stars. I used huge NASA images of our solar system for planets.

Kinesthetics made the game more enjoyable. It wasn't a desire for realism, but rather a desire for some physical skill involved... games that use both the brain and the body tend to appeal to me better than just one or the other. I think combat should capitalize on physical skill, but so should trade.

For player interactions, I've been thinking about ways to use cooperation instead of competition. Teams of merchants should be effective against pirates. So also trading between players should be encouraged (tack on a service fee when trading with the commodity exchange, but allow free trade between players).

One final aspect is exploration. How do you explore unless there's things to discover and rewards to be awarded? World survey, prospecting, belting, or checking up with systems that are out of the communications loop.

The games I wrote and the themes I addressed specifically lacked character generation and "surface" operations: you couldn't land on a world and wander around there. This is because world terrain and mapping are something I haven't done much of (though I'd like to), and chargen is relatively complex (though it can be simplified).

Similar to what I had in mind. Simplified to allow easy playability rather than exact rule abiding.
 
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