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kberg wrote:
**I think that for a massive multiplayer game, a more diverse and rich environment would have a cooler effect. Imagine going off into one section of the galaxy, building up a reasonable fortune and ship, and returning only to find that everything has changed and you're not as powerful as you thought... I think that such a dynamic setup would be one of the greatest strengths of a massive multiplayer environment.
As for players being able to conquer planets... I guess that's OK. There could be an administrative set-up that would be present on top of the normal planetary dialog if the user happened to own the system. Ownership could be transfered both by buying the planet, or by domination. This would mean that a player would have to choose between letting his planet be run automatically and flying around, or staying on the planet and running things himself. Money gained by domination would be a LOT more (enough to purchase and upgrade your defense fleet).
Alliances, this becomes almost essential in a multiplayer game. The effect would be like the two of you share a common government (can't shoot each other, appear green on each others radar) So it becomes possible then for you to dominate a planet, have a member of your alliance admin. it and go off to conquer another planet, thus forming a new gov't
I guess I'll also add this... Before anyone flames me for suggesting this read everything to see the advantages. We should do away with resource forked plug-ins. It restricts the game to a single state. The clients plug-in folder would be ignored during multi-player, only servers can run plugs. Loading a plug-in would be dynamic and would be done through packages (ala OS 9 or OS X) Allowing an infinite number of ships, planets, systems, everything to be added at any point during gameplay... When a player joins the game, the appropriate files would be uploaded to the client machine, any changes made to the plug-ins while the player was playing would be updated the first time they landed on a planet. This is actually not as impossible as many of you probably think. It's a LOT of work, for sure, but not difficult. If someone here has a good foundation in either metroworks or MPW on the mac, or knows a lot about TCP/IP, and is interested in all of this happening, email me and we can lay out a framework. Once I finish this set of mid-terms I might start some high-level designs... Missions are still a problem though. Any thoughts on how those should be implemented?
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I agree that plug-ins should be on the server side only, thus making any changes they cause universal, and not just benefiting ( or penalizing) one player.This would also cut down on conflicts and such like.
I think that generic misions to take something from here to there, for a small fee, should stay just like they are in EVO. Perhapse more of them, and larger varities, but generally the same. It is the special govt missions that are the problem. It is possible that you could have conflicting missions, ie. one that you get from the UE that asks you to transport some engineers to this planet, while the voinians have a mission to destroy that ship.
The challenge would be to make all the special missions conflict ones like this. You could also have ones that support the main one like "escort the transport to <DST>, or "destroy the escorts around the transport in <DST> or something like those.
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Zitchas