Sci-Fi/Game/Concepts

THE YEAR IS 3250

(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.



50 Years Later...



Condescendants of origin system continue progress, unlocking unfathomable technology, distributing to front line occupants of the experimental blockade.

A subsect of later generation experimentalists believe it is the duty to fight the intruders, and the drones of reconnoiter within the system.

Condescendants caught wind of experimentalist DNA discoveries leading to militarization of outlying asteroids as outposts of confinement. The perimeter of outposts keep experimentalists at bay with superior technology.

There are well known scientists (NPCs) of the system of these undesirables, and an infamously known scientist in particular [insert backstory]. These scientists unapprovingly aim for escaping the system in a non-violent manner as objective to further science research.

All human species are knowledgable of both the experiment discovery and the result of blocking DNA transmissions; the origins of these transmissions have arrived in a corporeal state to the galaxy seemingly in desires to communicate.

Faction upgrades enable three categories of proficiency roles optional to the player. Combatative Outposters, Center for Research Citizens, and Lone Scientists. (Refer to Appendix A. part 1 for more info on Combatative Outposters, Appendix A. part 2: Center for Research)

The infamous scientist discovers a talented experimentalist, offers a final quest to overshadow all their experience. The infamous scientist, Scientist [insert name], explains experimental prototypes have been developed, a new propulsion system capable of outrunning condescendant ships [or soon to be completed, ins quests to complete finalizing tasks to ready ship].(See Appendix A. part 3 for more on scientist quest line)

Ship launches, both aboard[and with success for parallel high priority players of role talented experimentalist] a dramatic mini event unfolds as ship and blockading condescendant group triggers pvp.

If it was a success, ship lands on alien planet, crashlands or unscathed.

It is a Scientist paradise, glowing electrified forests of trees. [Insert discovery quests if there is parallel time remaining in the world] Encaptured by excitement of the findings, Scientist explains in cutscene:

The electrified trees generate processing of large scale neurons, they have landed on a giant natural brain fully aware and conscious. As soon as the news of this is revealed, a stealthed condescendant commando inverse-ghosts from full transparency within the room, capturing the talented experimentalist and offing Scientist.

Final scene for 'Scientist' quest line: The talented experimentalist awakes in a nearby translucent space station, penetrated with the sights of the universe. Station is fully automated except for one biological humanoid who is augmented with life sustaining technology.

The condescendant station inhabitant expounds the situation through story-rich cinematics-- the purpose and history of the posthumans.
(Sync with world ending)

More Details...

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.

Science Quest Line Research & Guidance of PostHuman Society.


Previous talented experiments ascend to high rank within posthuman society as spawning option. May not repeat station research role if was role prior world.

Inducted into profundity after mind recalibration, the talented experiment is put through a series of mini-games inherent of posthuman operational themes. Training ends with another cutscene with station inhabitant.

The inhabitant professes desire to be fully biological over current synthetic augmentations claiming it is the natural way of life. The station keeper also explains this is the only research station in the known universe that is somewhat biologically controlled, others are data libraries or AI control stations. "You have unlimited potential, access to tools and knowledge, but what will you do with it all?"

Player is transported to an identical space station with only biological agents onboard, a newly produced project of the station inhabitant, player's new dwelling. It is the task of the talented experiment to supply with science by research [or architectual guidance as alternative class option]. Other tasks at station include managing station upgrades for next world's station players. Too many synthetic upgrades results in identical options similar to the indoctrination station. End game for upgraded stations include creating entire galaxies for sole purpose of generating energy [or electric forest systems for biological computing reasearch energy] (by harvesting energy from electric forest planets and their stars) for posthuman infrustracture.

Appendix: A




1. 3250 - Early game EF begins with colony setting up outpost devices on planets, greenhouses, & other system foundations. (50 years Later) - End game orbits quest lines related to expanding asteroid mining ops to outer galaxy. This is where much strife occurs as it is forefront for posthuman military operations. A combatative role player with high priority quest line can learn hints of the origins of ancient ruins and artifacts by confrontation with condascendant operatives. The truth to the story: This is not the first escaped sect of posthuman society, the experimentalists and posthumans have had this exact scenario played out before. Repelled by condascendants at the outer bounds of the galaxy, thwarted in escape, time and time again, confined to the galaxy once ensconced. The differences this round, is unvailed by commanding experimentalists to high priority quest line players [priority dependent of world dynamic variables]. This time round a "new weapon" is posessed by EF. Unfortunately to non-insightful leadership of EF command, Condascendant technology far outweighs their capabilities.

2) Assist EF in study of center of galaxy as applicant for Center of Research, where it resides at the heart of a capital city within the galaxy. The player must first prove worthy acceptance by attending the University of Center for Research. At the university players of this science role perform relevant minigames including off-site research/exploratory tasks on nearby planets, mini-story roles & side quests. Once accepted by Center for Research, player is inducted into a top-secret underground laboratory beneath the city. Player can no longer leave the city at this stage of their gamestate, performing minigames, & tasks contributing to 'The Final Experiment.' [var FinalExperiment] var FinalExperiment01 = High priority quest line player is propelled into center of galaxy with success, parallel to lower priority quest line players with alternate endings.

3) Performing sample analysis at Center for Research gains attention by the infamous scientist "Scientist." Scientist tells thoughts of the institution, revealing future imprisonment they provide if inducted. Offers an alternative job to research a way out of the galaxy. Occasionally covert Condascendants caught snooping around the operation triggering pvp. If successful, quest line sequence continues (as mentioned above).