|Dev Log Entry - 2/7/20 Gameplay
By: Talibar Zukro , on: 2020-02-07 11:54:11
|So I wanted to discuss a little bit about what my final vision for this game would be. On a development perspective.. It is not far off.|
I have 3 goals for this game that I wish to achieve:
1) I want this game's main character development to occur while role-playing. Therefore, Role-playing is the biggest goal of this project. That's not to say that the universe around us can't be further developed and enjoyed. For example, the developed universe can offer context when we roleplay.
2) I want this game to be fun. I don’t want it to be frustrating or make it so people are left behind players that have been playing for a long time. I do not want the RP to have to be spelled perfectly with perfect grammar. This game is meant to pass time and enjoy.
3) I do not want this game to your second life or job. While some games requires months of dedication and activity to achieve something.. I don’t want that to be the case here. We all have families and jobs. We don’t need more burden.
So here is what the final outlook of this game will be like as a general roadmap of sorts:
Travel will not incur any delay whatsoever. You will be able to travel from room to room, ground to ground, ground to atmosphere to space to hyperspace instantly. This does not mean that ship and vehicle statistics will be useless. On the contrary. Those statistics will still work when it comes to NPC battles. They also very much matter for certain role playing scenarios as well since the game will use a specific rolling system to determine your outcomes for these types of scenario’s.
Player Death will not occur in-game, neither will there be any arrest or capturing of player characters. The only way you can be killed or captured is within a roleplay scenario.
Universal development(Cities, stations, facilities, etc..) will take significant time to build. For example.. In the future, your cities will take a month to build, will cost a significant amount of money and will require facilities to be built on them before you can move on to making another city.
Battles between players can still occur. However, this is more for XP and fun and even to a degree: storytelling. There will be a refresh rate for attacking other players and a limit will still be imposed per day on player characters.
There will be several types of role playing scenarios:
Casual - which means anyone can join in. The GM can join in and god mode if need be to how he see’s fit. These scenario’s are considered canon and are considered a past event. However, as it is casual and not much supervision will occur, only a small amount of XP will be given for each player. But no further rewards. The GM does not impose a requirement of what assets you bring to the story. In fact, you can include assets you do not even own. You can participate in as many casual scenario’s at a time that you would like.
Story scenario’s - These are heavily moderated. The GM can not play as a character and must simply run the scenario story. These give higher rewards and XP. The GM can designate how many of certain assets you can bring into the story. As such, you will have an in-system method of selecting what assets you bring in. You can not change these after. You can participate in only one story or current scenario at a time.
Current Scenario’s - Are scenarios which will shut off your characters interactions in-game until it is your turn to post a roleplay. In that situation, your character will have limited locations he can move to in-game(Only those designated by the GM). These scenario’s are considered real time. As such, the rewards are higher, but so are the risks. In these type of scenario’s you can also lose assets. Your character can also die. Once again, you can only participate in 1 story or current scenario at a time.
Live Scenario’s are small roleplays that can be played via live chat. Anyone can initiate it and anyone can participate. Once completed, you will receive a small XP or credit reward.
Roleplay scenario’s will also be used for R&D. For example… in a scenario, you can create a custom ship type if played well or a new hyperdrive engine, etc.. Then once the scenario ends and the administration approves the R&D, you can begin to apply it in-game.
Story assets in scenario can also be rewarded as a “Created item”. For example, a fabled weapon, a holocron or a special painting can be told in a scenario and then the admin may choose to reward the player that ends up with it in the end in-game.
The game will still make use of quests and in-game battles. But this is more for casual reasons, especially if for some reason you can not participate in a scenario.
Skills and levelling will be relevant for in-game reasons as well as RP’s.
So there’s a lot to come. But again, the focus is on roleplaying while using the in-game universe as a guide and a time-killer rather than as the main source of participating. Let me know your thoughts in the comments below!