Article View: comp.sys.ibm.pc.games.space-sim
Article #105669Re: So - what do you really want in a space sim/trading game?
From: Dan Lingman
Date: Tue, 19 Dec 2006 14:11
Date: Tue, 19 Dec 2006 14:11
79 lines
4804 bytes
4804 bytes
totalfork@rock.com wrote in news:1166501802.350960.277710@ 80g2000cwy.googlegroups.com: > What do I really want to see in a space sim trading game? > > Well something that is a pure space flight exploration trading game, > where everyone is the pilot and have the opportunity to test out their > piloting skills. Not skill points or anything that is point and click > that everything unfolds. Your ship is the avatar, period. > That's the plan for what I've proposed. You'll never see your face in the game. One concession is that better targeting computers make it easier to hit the enemy ships. Most games have a target lead indicator - get the crosshairs over that, and you're likely to score a hit. With improved targeting, you'll get a larger lead indicator, which will make it easier to hit the enemy ship. This is much more important if you're trying to target subsystems on the ship, which will require much more precise shooting. > There should be a couple of ship style sets for players to fly where > most of them do not look like futuristic fighter jets. Belonging to > either a faction small or large or government like corperations that > manufactures them where you can purchase them depending on the > reputation ratings. There should also be some ships that are not in a > ship style set. The plan is to have a series of hull types that can be modded - everything from small fighters to lumbering cargo ships. There are no plans to let the player fly capital ships. There will be some predesigned ships, but the player can shift things around a fair bit. > > And a few unflyable ships should be included as well. > > Ship style sets means a set of ships with the same shape colors, shape > design of the ship body and cockpit, explosion colors, and mabie sounds > as well. While the structures are still different when it comes to > variety of ships like fighters(more than one type), bombers, utility > ships, cargo ships, and so on. Some ship style sets can be symmetrical, > or asymmetrical, can come without a cockpit window or with a cockpit > window. Long live the B-wing... > > As for adding capital ships to a space trading game, their main purpose > is to be used as a squad's flag ship or a portable home for a group of > players. Not just another ship or an option that an extremely rich > player can obtain and ditch space flight for the rest of their space > mmo carrear. > > NPC wingman don't belong to any mmo because it's what you have players > for. NPCs should only play a background role to only populate the > universe. > > The universe doesn't have to be 100% realistic because what I want over > everything else is the gameplay. It's what you call a sci-(fiction) > game of course. Mostly not real of course. > > This suggestion was mostly an MMO because if there was a space trading > game that existed as a single player and had capabilities to become > multiplayer, it would require a ton of bandwidth and computer resources > to get an online universe populated with players which is the reason > why there are a couple of existing space trading games like Darkstar > One, Pakran II, and mabie Tomorrow War are single player only with > developers refusing to make it go multiplayer. > The first version (at least) of what I want to build will be single player only. Making a game is hard enough, without adding the huge layer of complexity that a MMO adds. > There I stop trying to spoil myself. > > Thanks for the tips. Dan.
Technical Details
Message-ID:
<Xns989E5D8CF8E1Fdlingmanrogerscom@216.196.97.131>Path:
mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!local01.nntp.dca.giganews.com!news.giganews.com.POSTED!not-for-mailReferences:
<Xns989A61A03D9B0dlingmanrogerscom@216.196.97.131> <1166501802.350960.277710@80g2000cwy.googlegroups.com>Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!local01.nntp.dca.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Tue, 19 Dec 2006 08:11:55 -0600 Newsgroups: comp.sys.ibm.pc.games.space-sim Subject: Re: So - what do you really want in a space sim/trading game? From: Dan Lingman <dlingman@rogers.com.nospamplease> References: <Xns989A61A03D9B0dlingmanrogerscom@216.196.97.131> <1166501802.350960.277710@80g2000cwy.googlegroups.com> Organization: Digital Matrix Message-ID: <Xns989E5D8CF8E1Fdlingmanrogerscom@216.196.97.131> User-Agent: Xnews/5.04.25 Date: Tue, 19 Dec 2006 08:11:55 -0600 Lines: 79 X-Trace: sv3-af96fjC7D8vJ/lyIhb8Bo+omKQ9dOBrt7VRJotqYf9RWxzx2Y402RYvqiAX+gH+qc6v/jVYTReVCRQU!CJvRLQ15xul6ri8OwArXB2KkMBVqc/yb3ydSUAQKIC7AyXtuA0s0RUXZAoCqLIfxFbRt83pzG6DN!hleH X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.32 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit