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Originally posted by Newbie:
**I agree with Bubbles when, in the message above, he (she?) suggests that the non-linearity should be limited. I suspect that the best way to do this would be to assign to Gamemasters the task of setting up large-scale plots.
I think it would be worthwhile to explore how one goes from player to Gamemaster. The first Gamemasters should be picked by Ambrosia or whomever makes the EVMP. After that, a player may become a Gamemaster if they are admitted by the other Gamemasters.
There should probably be only about two GMs in game at any one time. This means that they must have relatively simple controls for running the galaxy, and it prevents GMs from being associated with specific governments, etc,. It is probably wise to eliminate aliens and most huge governments altogether: perhaps the only intersystem politics should be between the North, the South, the East, and the West. These four groups would be run by the GMs.
Now, if we have only two GMs, and they run four governments, what are we going to do about other necessary pieces of EV furniture? Who will run the pirates? And what of the shipping fleets? We might simply tell some players that they will be the pirates (any volunteers?). They might be given a good ship and some upgrades. If they recruit some more pirates, they can renounce their ways and go off to something respectable (like military service). As for freighter fleets, I think that cargo pilots would quickly learn to band together for protection.
Minor interplanetary conflicts should probably be done away with: the Lethe-Cydonian thing played out over a dozen systems would drive the GMs nuts. However, perhaps a bunch of GMs would like to set up a suprise for the players on a dark and stormy night...
The GMs should be allowed to create fleets at will and have all sorts of incredible powers. Their identity should be broadcast to all on the network, so that people can get in touch with them if there are complaints.
In general, my priciple on matters of AI is cut, cut, cut: as much of the game as possible ought to be handled by human intellect. The computer allows for fancy graphics and awesome physics, but it's not much of a storyteller.
**
If you let people do what they want, and don't script their actions, you won't need to assign roles. Some people want to haul cargo to slow down the pace. Others want quick money and decide to raid the ships of others. Others want to take a stint at GM, and controll a gov and hand out missions.
One catylist for missions is for the GM of a planet (one per planet, or sys would be advisable) would have to use their parts to create ships. So if a GM runs out of, say, guns, then he would have to ask someone to buy some from another planet and haul them there. Or maybe each GM would have to pick their gov/ tech group, and have the appropriate outfs created at their planets. So if, say, a GM is part of the UE alliance. Then his planet(s) create blaze cannons/turrets. If he sells phase turrets on the side, then he hires freightors to buy them, and the freightors hire escorts to protect them, and so on. Meanwhile, the pirates are forming their own groups to raid the freightors. Thus, there would be trade in outfs between separate groups. Also, if one player called Bob is harried by Joe, then Bob might hire **** to kill Joe. No GM needed. Ditto for govts. Govts could be people loosly bandd together for mutual protection. Wealthiest/best armed members dictate policy by force. So, the most powerful could independantly call for an invasion. Plus, there could be a tax on misns, or commerace, or loot. A constant stream of cash. Maybe each planet/govt could only have certain outfs, so you'd have to choose what you want.
Or planets/govts could each have a GM, yet be automated most of the time. So, for example, a planet could dole out transport missions on its own, and would automatically ask those in port to help if a group invades and asks for tribute. Less strain on GMs, and you don't need a full time staff.
Just a few suggestions,
Kretschmer