• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

MMORPG Poll

Which era would you prefer for a MMORPG?


  • Total voters
    100
You don't need to script the NPC's. Give them a simple set of behaviours, and a random personality type that dictates how those behaviours express themselves.

Think a stripped down 'The Sims', rather than Elder Scrolls (toooo scripted for my liking).

For pc / npc interaction, think original SNES Shadowrun, with an extra bit like whats in Oblivion, but not iterated as a slightly silly puzzle game.

As for economics, as resources become abundant, inflation occurs. The Imperium (re the system) steps in and corrects it by fiat. Just like a bubble bursting.
 
Spawn camping is easy... have spawns occur randomly at (sensor resolution) +10% distance from trigger point, and not within same of others... so spawn camping simply precludes spawns!
 
If anyone is interested, I just found another Elite clone for the PC in my weekly update from Gamespot. It's called DarkStar One.
The review and screenshots can be found at this link:
DarkStar One Review
 
I can't remember whether I've expressed thoughts on a Traveller MMORPG. I'm not against it, but it's not something I'd delve into.

I did Everquest, and was very dissatisfied with that experience. That verse the fun I have when I play Joint Operations. In JO there's usually a clear objective to be met, and, because it's a military game, one can easily tweak their immagination to call it a Traveller RPG.

I did Everquest for about six months or so (I can't really remember how long), and most of what I recall are overly crowded servers, most of which were packed with underrage punks in the afternoon and after work hours. Things only becmae "likable" at the wee hours of the morning.

There was a huge emphasis on "power leveling" which, in my opinion, had absolutely nothing to do with interacting with the game environment.

Myself, I stil do a little JO, but, for this old gamer, a man who loves computer games but who is also cutting back, a Traveller game, if properly done, would be something I'd buy. But only if it was a complete game; i.e. single and multiplayer options with AI and so forth.

I'm mostly a wargamer. To me Traveller, with all it's RP elements, has a wargaming basis and structure. I like the original game in that it had an itneresting design and interface, but I wasn't a big fan of the top down perspective. The second game seemed to expand on the original, and seemed to have a larger degree of interactivity, which I thuroughly enjoyed. But some of the graphics, though well rendered, seemed somewhat 1950ish, or non-Traveller like.

Anyway, I hope I haven't repeated myself too much. This is what comes when you call in sick for the day
 
I think it would be a good marketing tool for the game that's for sure. But as someone mentioned in another thread on the boards. It takes a WHILE to develop so MWM should call one of the computer game companies real SOON, if he wanted to get something started.


Mike
 
spawn killing is a problem...

you could set a timer to allow a spawn to
move away out of range of the camper and
not be killed until the timer ends...just
for movement though...no other interactions
maybe give him some spawn speed to expidite the
movement...

or like someone mentioned create buffers
between those camping and those spawning...

or create safe zones where you spawn but can't be killed..but can't kill either...with a number
of exits/objects to block camping...
 
i'd first go with a classic theme then later
add MODS or allow MODDING....classic
would keep it simple and enjoyable enough
and allow you to work BUGS out of your
system for further coding later on...

so to speak...kick the wheels drive it around
the block a couple times...

having good life like NPC's is hard
but your classic traveller dude we'll
settle for whatever you can make
just to get us started...

real ADVANCED AI's are hard to make
and you could get bogged down in the
coding before long of just the AI's...


dumbots will work if you make some of them real lethal...
 
economy....

also hard to make work...

everyone tries to come up with "thier own"
idea of an economy...why not just save
yourself time and frustration and model it after
the good old american dollar/system and call
it "credits"

I.E
gas costs 2.49 gal..
a good 30-30 rifle costs about 250-350$
i can buy a soda for 1.29$
average rent for an 1 bd apt in my area 525$
a pair of sneakers 29.95

average minimum wage 5.50 per hour

instead of re-inventing the wheel...

this of course could be things not already
covered in LBB 1-3 pricing...

there is a whole TICKET thread here on earning
money for a free lancer you could use that too...
 
Sid, I think you have something going there on the economy, I just worry it over simplifies something that will take on a life of its own.

SWG had a great economy and crafter system (at one point); my opinion is everything craftable and lootable should have some sort of rareness. Certain things should be able to be purchased off of NPC vendors, like the mundand and newb equipment. Things sold to a vendor should also be allowed to be sold back to the first person who gets it with a tiny markup from the NPC vendor.

As long as the game lets the players control the economy, one will form, yes, there is eventually going to be some items that one says "ouch, that's ridiculous" oh well, it will happen, let the players decide, but if the player made items and in game items are categorized by the game in some sort of rating system (firepower, tl, whatever) then it will create a baseline economic pattern. having in game vendors where ppl can post items for sale can also be used to control economy to an extent, if that's what we really want. I'm more in favor of a free market, hehe in SWG i had 14 accts just because I never wanted to buy things off of other ppl, hehe I prefer to make it myself.

CAMPING
of course this will happen, if it's like camping individuals in side a city, it will be easy to deal with. Every time a person kills someone, the computer assess if it was noticed by an npc, if so, the player gets a faction hit, and perhaps a system could be put in place which makes for planet alerts sying 'Starflash was witnessed killing Bob today" which would cause bad faction with law enforcement or whatever... players eventually would have to decide whether to ally with various factions for their protection.. you could even create bounties for ppl to turn in the killer, you hunt down starflash, target his character, then hit an ingame button and then contact the police or whatever and then those persons come sweeping in with a dozen NPC who'll take an appropriate action.

just some of my ideas..

Jumping I also thought that Jumping could actually be fun, everytime the player hits 'jump' the computer decides if a random jump event happens and if so, sends the players ship into an 'instance' where it gets resolved

Imagine if everytime a player jumps they get put into an instance which equates to some part of the available space; players could try to enter these instances to pirate, they could have roaming SDB in them, all of this is easily able to be created with no real lag and allows for jumps to be fun.

Ideas?
 
Actually I'm working on the same idea...

I'm developing a DirectX 9.0c game core engine that I think can supports Traveller Online as a solid idea:

For me TRAVELLER has this basic features:

-- A different character creation system... different to others RPGs, I mean.

-- Vast universe to explore!!! (about 300 planets only in the spinward main)

-- A Interestellar-Wide economy.

-- Interestellar Nations & Balkanized Worlds coexistence... Nice perspective...

-- Interestellar-Wide politics... And the great power of the grandfather...

-- Different Tech Levels among worlds

-- Spinward Marches - 3rd Imperium - CT / T4 / GT and some ideas from other editions(Megatraveller starship operator's as example).

-- and a trillion-credit Bat-Ron.

About game mechanics I can draw a big picture with these elements:

PC - NPC - Careers - Ranks - Skills - Aging - Tasks - Combat - Equipment - Vehicles - Spacecraft - TRAVEL - Space Combat - Psionics(under law prosecution, of course) - Systems - Worlds - Starports - Types of Atmospheres(& artificial environments) - Gravity(physics) - Law Level - Tech Level - Cities - Buildings & Stations - Random Encounters - Rumors - Legal Encounters - Patrons - Adventures - Animals - Events - Aliens - Trade - Commerce - Cargo - Industry - Passengers - And any other detail you can catch in your mind.

Returning to character creation, you'll be able to select your first career: Army, Marines, Navy, Merchants, Exploration Service & Civilian Life.

Each career has a path: basic training - 1st lvl missions - 2nd lvl missions - 3rd lvl etc... And you can be mustered out, condecorated, promoted, etc...

When the PC evolves the player can do more & more things. He can get companions (something like a NPC with skill improvement). Patrons can lend starships for the missions, and characters can buy a free trader...

Having a starship property you can Travel freely, but you must to recruit a tripulation, a good tripulation if you can (remember companions?)

Law levels affect something yo can do, wear, use or trade... Smuggling and pirating affects your reputations with world's factions.

Mercenary corporations & Imperium Rules of war are good for army and marine players.

Introducing discoveries & discovery autenthications can be fun for explorers & merchants.

Everyone needs a pilot or a trained astrogator if you was in the navy.

And a civilian can be anyting he want.

About game-play:

My basic idea of game play is on 3rd person, with a Graphic User Interface wich has the commands for every situation: In-System travel, Orbital Travel, Space Encounter, Surface Travel, City, Interior Environment, Instanced Encounters & Instanced Adventures.

You can be able to do all things previously mentioned and other like abandoned ships salvaging, belting, alien contact, full world exploration, use sensors to obtain information about targets or environments.

On other hand there must be some things common to other MMORPGs: item collection, item management, item production... with few spicy touches like guilds in form of pseudo-corporations with world wide resources management...

My engine design would be able to manage different secene interfaces (a space combat, for example, is instanced and loaded and the interface changes for this scene) and to perform any possible action we can think so it's an advanced object oriented game design...

I'm working hard!!! Operative scenes with full 3d graphics, ligths, sounds, cartoon render and particle effects, coming this summer.

Until that... Keep thinking

***EXCUSE ME FOR MY BAD ENGLISH... I'M SPANISH***
 
Welcome aboard FarTrader :D :confused:

Wait a sec. Who'd you say you were? That's...

...just wrong! THERE CAN BE ONLY ONE! Tonight. You, me, no witnesses, docking bay 94. The choice of weapons is yours sir. Until then, adiós!

I kid mi amigo
Always room for more merchants here and I like to joke around.

I like your ideas and wish you luck. Have you been looking at getting official license for it?

No need to worry about your English, it is fine. And I've about exhausted my working vocabulary in Spanish above so you have me beaten by several degrees. Again welcome aboard.


(in character again...)

...Well yeah, ok, there is that fartrader_raven around here too but the chance of mistaking us for the other is slim, so I let that slide.

(and back to reality...)

Don't go changing your name for my benefit, I'm just having some fun. Besides maybe I can blame you for stuff. You can be my evil twin. Or maybe my mini-me
file_22.gif
Just kidding.
 
It's nice to join here. Thank u!

About licensing it... in 3 steps...

1- full operative engine-tech demo.

2- 1/2 operative gameplay demo with no quests or storylines.

3- Apply for License. I don't know how to apply for it, but I don't worry about a probable future.

If eventually the game engine becomes viable... There's a lot of work to do detailing the game's background, mechanics & quests.

Here's a little demand

Anyone knows where can I download some free 3d models of Traveller's starships in order to use them with the partial demos? XD
 
Yeah, I have a game-level Suleiman Scout-Courier I built for use with Celestia. It's just over 3200 tris - which is a tad excessive but still useable realtime. You're welcome to use that.

Where should I send it? PM me your e-mail address.
Also, what format do you want it? I can do 3DS or OBJ and a couple of others.

Crow
 
I spent some time reading (and there's a lot of stuff to read about). So now I can explain myself a little bit more.

First to all excuse me if my english spelling sometimes goes wrong. I'm spanish...

As someone says before on this forum:
a Traveller MMORPG would be rather difficult to pull off, at least as Traveller.

One of the keys to Traveller is that information travels at the speed of travel. This is important to back story, and to real operations. The 1 week jump is central to the game.

But, online, while travel may be limited, I can guarantee you communication won't be. You can't stop it, and people won't sit for it.
It's the MASTER QUEST to solve if anyone wants to implement a Traveller MMORPG, at least as we know MMORPG...

I solve it in my gameplay desing (not coding) with two vital points:

First one is COMM CHAT, it's a standart MMORPG chat with some changes. At one hand we've the "say" and "shout" channels, just for talking anyone near you. If you have a Comm and you are in range, you can private-chatting anyone that has a Comm and is in range.

It's so fun because this way the players need another item to do common things in other games.

At other hand we have the tech level. Within a high tech level you can connect to the world-wide-comm (or system-wide-comm for TL A+).

Of course if you want to comunicate anyone in the system when you are aboard a ship, you can use the ship's communication systems instead or linket to your Comm.

Guilds enjoy a "private room" where chat each other, BUT, only if they're in the same starsystem.

The only way to comunicate outside a starsystem is via MAIL. U can use post cargo, X-Boat, or jump yourself.

Second Problem: Jump Time. It's too difficult to solve. If we reduce jump time to 0, we're not implementing traveller. If we make jumps of about a week... No one will play Traveller Online...

Indeed it's a troubling situation... but what about changing game time? Making time faster is wrong because you must speed it up too much to have "playable jumps".

The only way is to change the meaning of "1 week". In this Traveller MMORPG "alternate" universe, a starship is capable to jump in one hour, but there must be a manteinance after jumping: refuelling, re-adjusting the lanthanum hull net, re-orienting astronavigation systems, and a general revision to all the little things in the ship.

This manteinance plus the 1-4 hours waiting for cargo (4 days in traveller) means that a player who spent 4 hours playing a day can make just 1 or 2 jumps in that game session. BUT if the ship was seriously damaged or any other considerations, it cannot jump until repaired, of course.

So were is the lag of time? It's indeed. If you want to explore every world, you must spent some hours, meanwhile your ship is doing maintenance. Maybe you get some quests in this world and you want to complete them... More time spent, but no problem becouse there's a 1-4 hours waiting for cargo... Indeed, you can stop play for today, with some quests unfinished and the ship full of cargo. Next day you complete your quests (if you can) and jump out, this means only one jump in two days. Here's the lag of time.

This gameplay system forces player to mantain themselves "active", or to wait afk or offline, for jump and ship manteinance time lags.

Of course anyone can jump without refuelling (if has fuel) and without making manteinance, it means that a player have a very good starship and indeed he is a high level player, so he knows about self-training and arcade-playing aboard. Now, we have a hour lag between each of two or three rapid jumps, but any jump more could be dangerous and missjump occurs.

Then you cannot communicate outside the sytem and you can only communicate to others by "say" or "shout" channels, or if you have access to some type of Comm.

And if you want to communicate to other starsystem there is 1 hour jump time lag plus the time spent to arrive to jump point plus the time spent if the receiver wasn't online.

It solves the instant communications problem in a MMORPG that implements Traveller, just a few changes, but I think it's better a shorter jump lag for this kind (MMORPG) of Traveller Universe.

Keep Thinking..
 
¡¡Still Working!! ¡¡Need Help!!

***OPENING EMERGENCY CHANNEL***
A0F4A-67B

Hello travellers!

Assuming we could create a MMORPG to implement Traveller,

We can...

but...

We need programmers...

Is anyone out there to help us on developing and game architecture issues??

Also coding, of course...

Thank U...

***CHANNEL CLOSED***
 
Back
Top