I've been very inspired by
KISTech's Worlds Apart Online. So inspired that I took a small break to outline some ideas materializing for a Space MMO OR should I say a Inner-Space MMO. Whats taking shape in my mind’s eye is a hybrid between The Fantastic Voyage & Star Trek with elements from several other Sci-Fi Television Shows and Movies, codename: C O S M. Design Motivations: 1) Replace typical outerspace environment with something unfamiliar using similar analogies. Something vast in space in which cool propulsion and warp drive systems are logical; 2) Participate as both a humanoid character 3rd Person and Ship 1st Person Cockpit ; 3) Promote co-operative game play; 4) Focus on Role Playing and Exploration; 5) A little Asteroids-inspired Shooter I wrote with Blitz3D called
c e l l u l a r.
Concept: You (The Player) belong to a advance species of nano sentient beings. You begin your journey as a low ranking crew member (intern) onboard The Vessel, whos mission is too explore the Nanocosms of strange and new Alien Lifeforms ( referred to as a Xenocosm) and promote life performing various tasks: repair damage, combat infection, transport nutients, map genomes, etc. The Vessel can support upto 256 crew members and is a self-contained Archology. One of the aspect I enjoyed about Star Trek was the scale of the Enterprise and the many adventures that took place onboard or involved The Enterprise. The Enterprise had character to it and I desire to capture the same with The Vessel providing plenty of quests and community events on surface, shipboard and InnerSpace.
c e l l u l a r
The premise of exploring the Xencosm, presents a simple and powerful opportunity to create strange universes that break the traditional behaviors associated with the space shooter mmo genre. Since we really don’t know what alien anatomy looks like at a nanoscopic level, nothing is out of reach. Like any good Sci-Fi Epic I want conflict, and the Xenocosm itself and other Nano Sentients with alternate agendas are Nemesis to your crew’s mission. One idea I have a for the `bad guy` is a Rogue organization of nano sentients hellbent on the destruction of Xenocosms to make way for the Omnicosm. At the moment I have a foggy idea on what the Omnicosm is exactly, and it has religious overtones. I’m going flush this idea out more. I would expect Alien organisms to have defense mechnisms to defend against invaders and perhaps The Vessel uses some form of `cloaking` tech to avoid detection. What happens if the Cloak is broke?
Combat and Non-Combat Role. There are Jobs that need to performed to maintain The Vessel. Serving these roles earn rank, skills, items, etc. With Non-Combat Roles I see plenty of opportunity to Role Play. Devising a reward system for player interaction and role play is the goal here. Combat Roles: Fighter & Pilot. All members are by default trained in basic hand weapons and basic combat craft piloting. Players can select different Fighter and Pilot roles (D/T/H model). By participating in combat, you train combat skills and earn weapon upgrades. Members who have attained the rank and privlege can serve as Bridge Officer with highest rank being Bridge Commander. Bridge Officers participate in specialize missions (Raids) , cooperative navigation and battles on the Bridge of the Home Vessel, and can issue commands that affect the entire Vessel and crew members. Exceptional Officers are promoted to Commander and awarded their own Vessel and Crew.
Another strong desire is to create both an active and passive co-operative experience when you are on The Vessel, Shuttles, and other areas occupied with other players. I want to convey scale of The Vessel. When looking out of the windows of The Vessel you should be able see hull (if in view), even other players. If things are happening outside the hull, you should be able to see, hear, and feel them cooperatively.