Trying to collate the ideas on this thread into a more managable chunk, incororating some of the more different ideas.
Server Ideas
- 2d map, unwrapped
- game space defined to be around three to four days of travel via "normal" propulsion
- Server keeps track of all local positions of ships
- seperate "portside" interface so those functions (such as chat and character management) are handled on a different server from the 2d environment server
- Server keeps track/manages non player controlled ship movement and weapons
- Data from client will include character ID and ship type, velocity vector, types of weapons fired (initial lanuch vector, intended target character ID, multiplicity, time of weapon destruction), ship status (shield/armor level), local sensor range, targeted ship character ID
- Data to be received by client includes character ID and ship types of all ships in local sensor range (ships in range determined by server, id only, ship type only for generation of sprite on screen if visusal range)(indication if targeted by any ships in range)., incoming weapons data (weapon ID for creation of visual sprite if visual range, multiplicity, vector, time to weapon destruction). If ship is targeting another character, it will be receiving the targeted ship status data as well
- Logout point for game is at ports only (note, if rescued while in escape pod, then log out anytime, login at 1st port with shipyard your rescuer visits)
- Ship mode chat available via single key toggle (to be mapped to ESC, tab, control, option, command, or a function key only) which requires typing in character username or direct number ID (selecting characters to speak to via mouse only for those ships in visual range to bypasses chracter ID entry)
- Server is a single star system (or to be technical, a single large deepspace expanse if there is a server situatated in a nebula gas cloud) containing at least 1024 sepearate destinations/logout points, and other places to visit and get out of ship mode, but cannot logout
- implimentation for the player to choose amount of money, fuel, cargo, missions, outfits to transfer to another player (allowed only in visual range with two ships docked(reuse of boarding command))
- If connection is dropped, player will restart from last logout position, with stuff aquired more recently than that (will require server to monitor all things aquired in ship mode and record in character database
- Have a set number of players allowed on the server anytime, and everybody else must fight for open slots to play on a server (if hyperjumping and next server full, get dumped back at original server with some nice in game dialog like intererference in hyperspace)
client
- continuous 2d grid refence as a ticker on screen
- ship mode screen contains ship shield/armor status, fuel status, energy status, display of ship being targeted/identified (red indicator to indicate targeting), radar display with ships currently seen (not necessarily all ships in your radar radius) with appropriate colors for ships targeting you, computer escorts, defense fighters, ports, ships currently allied with you with common mission(s)
- possibility of an all text client to reduce load on client computer, though implimentation is tricky.
Outfits
- internal security system to fend off boarders
- defense outfits that intercept missiles/physical attacks by firing lasers (or guns) that will tied into weapons action and vector info of incoming weapons. These are the only direct beam weapons, and only the player sees his own defense lasers, others don't
- sensor radius determined by quality of add on sensor package (all ships come with default standard, better with high quality ships)
- stealth coatings reduce signatures/ detection radius
- IFF sensor only works if IFF transponder activated on other ship (toggled by single key)
- Mass sensor gives approximate size classifications by making radar targets bigger
- afterburner makes bigger engine plume sprite
- Not all ships come with hyperjump standard, not all can equip, due to size limitations, and can always get rid of it for space
- Mass expansions by extending ship length outfit possible, but limited based on ship type (possibility of channging ship sprite to reflect this)
- cargo is carried in cargo bays on ships, and such bays are outfits to be removed at the players convienence, except for a minimum cargo allotment that can never be removed (necessary to keep player from getting into a bind money or mission wise)
- ship internal equipment space is a set size, only altered by outfits. all equipment space is common (weapons shares with cargo and payload)
- can load weapon launcher payloads in sets by the (one, two three, four and five) ton, or can get a module that packs in more for a given weight (reloading in the shipyard refills those modules first before cutting into ship space by set weight)
- external fuel pods take no space, but limited in total number
- internal fuel expansion cuts into space
- can buy energy modules to increase weapons power and shield power, limited by space
-shield recharger uses other engine energy(no affect on ship), limited in number
-shield supercharger cuts into engine power, reduces movement performance
-shield energy redirector puts loads on shield directly into energy modules (cuts damage by set persentage)
- photonic rechrager, recharges via sun, only works in certain distances from sun
- primary weapons slots are limited by ship type, though largely it is a give and take situation.
- primary weapons fire centerline, can track a small arc, or are 360. All are repeated shots, no direct beam weaponry. Rearward firing weapons slots are seperate and their total is a fraction of primary slots. They only fire on a target if within their arc (so no firendly fire incidents). Some weapons may occupy both a primary and rearward slot If energy weapon, rate of fire also limited by energy capacity
- secondary weapons are unlimited in number by launcher type or payload, except for equipment room total (can have sixty launchers if you want, but five torpedos only). Also, no direct beam weaponry. Decoy launchers fire rearward, most other launchers fire forwards or all around.
- external clamps for fighers take no space
- all outfits weigh mass, add to mass of ship, so a fully outfitted ship is sometimes slower
- fuel scoop only works when you are not targeting someone
- engine enhancements are as follows, energy output upgrade takes space but ups speed/accel, additional engines limited by ship type (maybe a sprite to reflect change) and add speed/accel/power and don't take more space(external) but ship now uses more fuel, RCS upgrades take space but don't cut into anything else
- Other upgrades include structure optimization (set price, barely increases space size, cuts ship mass, but must redo everytime an internal outfit is addeto get full benefit, very expensive), energy optimization (same as structure, better energy recharge and capacity, must redo after energy upgrades or energy weapons changes to get full benefit), engine optimization(boost RCS/speed/accel, boosts energy recharge and capacity, reduces fuel consumption, reduces mass, most expensive, must be done after any changes to energy systems or engine systems), note that ship mass cuts increase ship performance
- mass reductions, cuts ship mass structural(no space gain, armor weakened), cut ship mass energy(get rid of safeties, quicker destruction after being disabled), cut ship mass engine (same as energy)
- saolar sail, helps speed when going away from sun, hurts speed when approaching sun
other notes
- if caught in blast radius of weapon destruction, take damage
- Really large character ships can carry other character's small ships, as a mission (details of how to implement this are a little sketchy). This would typically be used to carry hyperjump incapable ships to other servers. Probably a variation of the dock/board command set
- there is a small amount of gravitation towards ports, and away from the sun
- 2d edge is elastic to through players back towards map center. also, no computer ships pass this point either
- Planets/asteroids/moons move around, so destinations recorded in autopilot will know new postion based on orbit around sun. If you go somewhere and land, you sometimes have option to load orbit of the port (if people at destination aren't nice(ie don't enable you receive orbit data)) then it's a onetime destination (you would be given rough grid reference at a certain time index, and need to be there and scan for nearby ports). In the future, if you prove yourselfin a mission of some sort, that data would become available to you. You could record you're grid reference, but unless you know how the orbit geometry mechanics of the game works, you ain't ever finding this place again unless you follow someone (doesn't work if a hyperspace jump)
- Being diabled exposes you to boarding and all that may entail.
- your sensors will pick up a port within 10 sensor radii if it isn't prerecorded in autopilot (will show up in autopilot list of nearest ports when toggling though it)
- autopliot will list nearest ports (known and unknown) within 10 sensor radii. To get to a farther port or to a grid reference, enter map mode to pick a destination from the picture or to manually enter a grid number. This destination will be available to the autopilot via another key toggle
- autopilot function will need to be a little more adavanced than it is in EV/EVO
player limitations
- can't go really near sun, or you get damaged
- afterburner speed doesn't slow down after afterburner is turned off, until you make a course change(with resulting velocity vector change)
- normal propulsion uses small amounts of fuel, afterburner uses a fair bit, hyperjumps(local) use a lot and interserver hyperjumps use more. these should probably be proportional to ship mass.
- Energy weapons can only be fired as long as there is available energy (weapons use reduces it, engine recharges it.
Missions
- No GM per say, but mission ideas can be submitted, and the admin/maintainer can implement
-A number of tramp cargo run missions, debris destruction, trash hauling, and other mundane and low paying missions should almost always be available
- There should be a number of government mission threads that after completion, allow you access to new types of outfits/ships at appropriate shipyards. Mission design will have to be done in such a way as to lend itself to being given to hundreds of people, and everyone finding out how to complete a particular mission before they take it.
- There should be the ability to be on several missions at once (more than 40 at a minimum).
- There should be support of of never ending missions that provide you something good, or always bring you money
I know I am forgetting some of the ideas posted earlier, so my apologies, for it is late where I am and I am tired. Does this seem like a workable scheme to you folks? Any glaring holes are points of improvement? Also, for reference, as someone noted earlier I am adding a more strategic aspect to traditional EV play by my suggestions, ideas, and collations of other people's ideas and as such this scheme is oriented towards that, thus some people may interpret this as having problems, though it may be due to their viewing of EVMP by a more battle oriented or trading oriented aspect, so please voice your thoughts with that consideration in mind.