(Some story keynotes are indicated with variable story paths, while it is discretionary in use of further variable dependencies creating dynamic world experience.)
A few groups of non posthumans survived extinction by the posthuman wars.
Escaped to a system using experimental cloaking technology, the group of non posthumans continue research into the self, the human biology.
Soon aware of the flight, posthumans do not pursue as scientific knowledge by natural experimentation is still a core value of society.
Posthuman echelons conclude it is best to allow the separatists to continue the journey uninfluenced-- inconspicuously monitored for threat analysis.
Furtive recon drones purvey the territory of the separatist system, usually undetected and occasionally inciting embroilment of upheaval.
The sect group empowers themselves as a new group of humans, or what most posthumans see as undesirable rejects, a debauchery of a biological experiment. Defending the "new" system from
strange invading recon drones, unbeknownst their entire system is under blockade by posthuman armada closely monitoring progress.
Experimentalists of newfound system evolve the concept name of the parent posthuman sosciety as the 'Condescendants'
(See Appendix A. Part 1 for more info on early game experimentalist faction)
Time moves forward, and the experiment makes new discoveries of ancient ruins reminiscent
of ancestor lore. Nearly every colony within the new system is reporting similar accounts
of ancient ruins of a previous post-human society. It must be history, it must be the true beginnings.
[Insert algorthims as substitute DNA associated keynotes as dependency of global arrays, clone this method for similar-type story keynotes]
As science evolves within the sect, studies of ancient ruins reveal the power of DNA, its alternative uses as a communication device.
The experiments discover by analysis of ruin artifacts, all humanoids with human DNA have been sending and receiving signals from unknown origins (clues to posthuman influence arrise). Experiments
perform blocks of the signals empowering themselves granting biological buffs of the natural order.
In addition to blocking the unknown transmitions of DNA, they also develop biological-based technology that enables an experiment to communicate with another through the mind using DNA transmissions.
As a multiplayer game, players experience consequential alterations of universal stories path due to collective players actions. The entire world is shaped by the players, while maintaining rigidity of main
plot concepts.
Time Frame: Various time frames for world time scale could be considered, possibly very dependent on target size of playerbase. A large-based MMO could move more slowly, while on the contrary, an arcade-type time frame scale
of maximum one hour could prove promising for a large server player slot.
Players begin at year 3250, choose faction (factional concentric territory early game). Quest lines, resources, item drops, and tech trees share global dynamic arrays dependent of time scale, number of
global event quests players perform, and number of event actions players perform.
Substantial contrast of faction abilities for players.
Posthumans have access to all high level tech tree ships & items, professions, weapons [as dependency of rank, or flat out full access on spawn].
Posthuman faction has less opportunity for exploration and discovery actions, while more opportunity for economic skill classes.
Posthuman faction players must perform certain tasks, such as reporting in, or type missions, as a thematic of a heavily institutionalized society.
Posthuman faction players only have capabililty for retrofitting in personal assets as depency of rank.
Experimental faction has full access to modification capabilities [as dependency of experiment research/discovery unlocks or full access on spawn as function of materials]
Experimental faction has a harder lifestyle surving a precarious environment with minimal amenities.
Experimentalist players have option of scientist class, a rare class which parallels the main story. Global variables determine if optional events align playing scientist (talented experimentalist) with priority
to main story line. Highest priority players carry out final quest lines of {var ScienceQuestLine}, while the lower priority players have less fortunate endings.
Highest priority players of ScienceQuestLine 'ascend' into optional playing mode for next game world for providing posthumans with research[ins research sys] and or guidance[ins guidance system].
Conflicts: Posthumans control recon drones during pvp, fight pve aliens, commando classes which infiltrate experimentalist territory can engage in combat at risk of mission. Rare global events of
experimentalists escaping the system trigger large scale space or moon & asteroid battles for pvp.
Performing quests can unlock priority hierarchy of further dynamic quest lines; increase in priority brings player closer to main quest line of the story essentially having heavier influence of world outcomes.
Crafting, RPG player building, real time pvp and pve, resource collecting, researching, exploring, and building.
Global events provide diverse algorithms for story ending reseting the server for a new world of possibilities.
Server wipes after final battle or global event.
A new world begins with new roles fullfilled.