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Originally posted by Cinga:
**I imagine the 7M members as somewhat stereotypical. ... Industrialists (heavy armor, bulky ships, comparatively low-tech but effective, lots of cargo space... the Scientists (high-tech, but rather peaceful), the Religious Fanatics (elaborate, crystalline ships with great shields and no armor; beam primaries...), the Mysterious Ones (black ships with glowing edges? Organic tech?), the Pirates (maybe in two flavors, high- and low-tech, depending on location), the Strict and Militaristic ones... the Diplomats (good relationships with everyone) etc...
Whaddya think?
**
Sound like good starting ideas. But here's my problem: we need people to have ideas for governments and plotlines that they're going to enjoy working with for some time. Stereotypes aren't going to suffice for that. If we want people to put in a lot of their effort into a government, we'll have to get them working on their own ideas. Otherwise they wont have the enthusiasm.
Secondly, it's deceptively easy to fix on a government "stereotype" and to list its ten most remarkable characteristics, but that doesn't make a govt and its attendant ResEdit resources. We might get further more quickly if you, and everyone who wants to work on this project, worked out in your mind a single government you would like to create or help create. Find the apects of the government that intruige you the most. Think of as many relevant specific characteristics as you can: how many and what kind of ships (be specific), what weapons, what planets, what systems, what cities, what characters a player might encounter. Keep in mind that these ideas will have to be flexible and open to input from others unless you're willing to do ALL the work for this government yourself.
You can start from any one of these characteristics. For instance, perhaps you like the idea of a supership (like the Tachytonic Fighter). Work out in your mind what kind of ship, then how the player would get the ship, then what kind of mission the character might be given the ship in order to achieve, then what kind of government would desire the player to do a mission like that, and so on. If you start with specifics, not generalities, there will instantly be material for you to write (for mission briefings) or plug into ResEdit that will directly result in a plug-in.
Since someone has to start by giving an example, I'll describe for you a government I propose for this project. The starting idea for this govt was a specific outfit that I want to make: a key that would allow a player to pilot a ship which otherwise would be immobile. The result:
-A cyber-punk style govt, a la Neuromancer and the Matrix.
-Every citizen has the equivalent of a ethernet jack hardwired to their nervous system. (so far very traditional)
-It would have few planets because most of the population would be centered in a single city, burrowed into an asteroid. Pop approx: 100M
-Other planets would be nessesary for mining the metals + gasses and growing the food to support the central world.
-A freighter ship is nessesary to transport these raw materials and a combat ship to protect them.
-These ships would plug directly into the nervous system of their pilots. Therefore only pilots who have been hardwired (with my special outfit) can pilot them.
-One of the primary mission strings for this government would allow the player to get this neural plug.
-And so on... I wont describe it all here, but in sum, this government would require 2 ships, 3 weapons, a total of 14 outfits, about eight systs (plus visbit changes), 12 or so spobs, I'd hazard a guess at 30 disasters, and at least 40 missions and the same number of bits
Remember, you don't have to be wild about my ideas for them to be part of the project. The point of this is to combine a bunch of inputs to create a plug-in. Anyone who has ideas AND is willing to do work to put them into tangible form should be encouraged. The discussion of the big picture is important too, but since no one is going to be controlling the big picture, only guiding it, we probably should see what components we have to work with first.
my 2 cents,
Bubbles