A Sci-Fi/MMORPG/Concept Design

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A Sci-Fi MMORPG Conceptual Design

This game is designed for the genre of 'Science Fiction' MMORPG survival realism. While elements of this game include other genres as well, including FPS, and puzzle, thematics of 'Sci-fi' MMORPG are most prevalent. The realism aspect of 'Sci-Fi' stem from pragmatic achievability in technology.

This page is subject to edits. Further content & collation on the way!

Concept Categories
Character Creation
Character Class Trees
Technology Tree
Economic Tree
Cultural Tree
Core Tree
Science Trees
Combatative Tree (not ents)
Planetary Colony
Capital Ship
Trade Station
Combatative Outpost
Asteroids
Moons
Planetary Mines
Space Combat
Ground Combat
Simulations
Backend Mechanics
AI Diplomatic Core (Faction Cultural Tree)
Solar Systems
The Galaxy
The Planets
Space Phenomenon
Planet of Origin
...


Player logs into game.
Goes through character creation.
Picks a faction from category: Faction (A) Faction (B) or Neutral Faction (C).
Faction dependent spawn points.



Backend
One primary server, one backup server.
Game progresses slowly. Game days & time keeping dependent of panetary cycles or environment.

Game is designed to never have a need of resetting the server progress, while still competitive opportunities exist, new and exciting things implemented when a faction becomes too overpowering, encouraging factions to work together in orderto balance the scores. Diplomats, & Entertainers are able to send video stream of themselves irl to their viewers. Entertainers often receiving in game currency as tips, diplomats gaining more recognition and cooperation by players agreeable to the presentations.

Diplomats & Entertainers also have the option of streaming only the character during a broadcast. If a player wishes to send broadcast other than Diplomat or Entertainer, that player must do so as character by standing within view of Diplomat & Entertainer's broadcast camera in game.




Planet of Origin

The planet of origin is known as the origin of all three factions within the galaxy. In Early Days factions can receive resupply by the Planet of Origin, & can return cargo from scientific finds in exchange for credits (increased funding). As technology tree progresses through mid-late days, factions can unlock the ability to utilize the Planet of Origin as an additional trading station with various attached stipulations altering progress. Alternatively factions can decide not to interact with planet of origin with various stipulations altering progress.


Early Server Days:

All factions have recently landed on their planets, very few vehicles in space to accomodate their new societies. Number of planets available for spawning coincide with number of peak max players ever recorded. The planets which become abandoned, their equipment of early colonists decay but still salvagable. After maxTimeVacant has been reached the player which has left can no longer return to the same spawn point.


Remaining colonists of the planet have a choice to salvage and repair their colony equipment/society, or attempt to contact a nearby colony for rescue. Any faction can land and salvage equipment on abandoned planets. No extra planets are intended to be added at this stage in the game.


Early - Mid Server Days:
Planetary Colonies have set up many outposts, farms, and mining operations on the planets.

Mid Server Days:

Societies have evolved their structures significantly. Depending on the choices made by each faction council, their society will have adapted technology, culture, and way of life extending to - orbital security, space-born manufacturing, asteroid mining, & the beginnings of terraforming.


Final Server Days:
If factions have clashed there exists heavy military presence everywhere one goes.
Capital ships are massive and can house at least 100 players and bots.
Large vessel life (capital ship) is much different than planetary. Better pay, interesting jobs, and a faster route to rank up or perish.

Council Life:
To play as a 'Diplomat' class, a player must achieve high scores, and reach diplomatRankMinimum in diplomatClassNumberMinimum number of classes.
A diplomat is eligible to play the following core roles: Planetary Diplomat, Colony Diplomat, Planetary District Diplomat, Faction Diplomat, Capital Ship Diplomat, Small Ship Diplomat, Recon Team Diplomat, Combatative Diplomat(for every diplomatClassRole), Economic Diplomat(for every diplomatClassRole), Science Diplomat(for every diplomatClassRole), Core role diplomat is also available for every diplomatClassRole without a type modifier, i.e. Planetary Diplomat (as opposed to Combatative Planetary Diplomat).


So there are Core diplomats, Combatative Diplomats, Economic Diplomats, and Science Diplomats, all making decisions in real time which govern the story of the world.

For instance, player is a miner wishing to become a core engineer class. Player lives on a large capital ship, with the prerequisite skill tree of minimumCapitalResidentClassNumber number of classes & maximumClassRank of each class.
For example, player has all the base Miner & Navigator skills maxed out, but not their following proficiency tiers of skill trees (only basic max skill trees of some classes enable minimumCapitalResidentRequirements parameters).

Player has the ability and skills to leave the ship if a couple ship conditions exist. Conditions on leaving the Capital Ship: Capital ship is not configured for battleConfiguration, Capital Ship is not in a meteor/dust storm or other space phenomena.
If Capital Ship is in battleConfiguration, and player wishes to disembark, player will enter a pod and queue up the request for departure, it will most likely have its landing and route altered by a diplomat. Otherwise player is free to leave the ship and return. Diplomats are able to request certain resources, especially if they see a player is near known deposits.
Player lands on asteroid/planet, performs mining task, returns to Capital Ship successfully.
Player had enough experience points to rank up to basic engineer 1. Player now has capability of repairing and modifying the ship.
If engineer wishes to modify ship, a pseudo transparency placement of ship modification can be seen and a message to corresponding diplomat is notified to approve the ship modification.
Playing as a Capital Ship Diplomat does have its restrictions. For instance, a capital ship diplomat cannot place modification themselves unless also an engineer.
As maxing out diplomat skill trees require all skill points, a hybrid class of diplomat & engineer character is tailored for specific tasks.
Capital Ship Diplomats cannot leave the capital ship unless capital ship is docked with proper amount of security on board and within range during departure.
A diplomat must be escorted by security if a departure during docking is planned.


Cognitive Upload Technology: If society has cognitive upload technology unlocked, players which have reached maxTimeVacant, upon logging back in, have the option to "upload themselves" as players to resume playing another character which has received 'maxTimeVacant.' Players can even resume their own character if technology is unlocked, if not controlled by another player.


Societal Technology Tree:
The technology tree is vast enough to create an interestingly unique experience of contrasting factions, as well many alternative algorithms not experienced.

Combatative Life:
To achieve a combatative role players must perform achievements (primarily minimumClassNumberCombatativeRequirements & minimumClassRankforCombatativeRequirements).
Aside from performing tasks using prerequisite skills, combatative tasks are primarily simulations designed by Combatative Diplomats.

Simulations for Combatative Characters:

Projectile Threats, Planetary Invasion(attack & defense), Structure breaching(attack & defense), Ship Boarding, Diplomat Security Threats, Planetary Security Threats, Outerspace Ship Combat, Ship Security Threats.
Projectile Threats: Projectile threats include natural or artificial routes of large asteroids, meteors, and comets.
These threats can jeopordize the security of space-born vessels, planetary colonies, & asteroid mining operations.
The simulations are designed in the SimulationDesignWindow by corresponding diplomats, and the information displayed to players UI during pre-phase, warmup, and live simulation game phases.
All threatObjects appear as pseudo hologramObjects during a simulation.


For instance, a large asteroid simulation is on a collision course for Mars. Diplomats have designed positions, asteroidTechniques (dependent on societal technolog available), for players to eliminate the threat. If the projectile task force simulation is a failure, and coordinating with a planetary task force simulation on standby, data transmissions and other assistance within limits are performed by orbiting simulation players to hand off the threat simulation to ground task force.

Ground task force projectile simulation for asteroid projectiles: The final stand between the perilous asteroid and the planet.
E.g. Planetary Task force has technological benefits such as 'High Powered Rail Gun Batteries' or 'Ground to Air Missile Batteries' to prevent catastrophe. These munitions can be live fired or simulated during a simulation. Both requiring colony resources.

Colony Farming Life:

Early game a colony farmer is limited to manual labor. As risks and technology steer the course of the tasks performed by a farmer.


Mid - Late Game

Economic Diplomat: Trading stations. Bigger than a capital ship these space stations can orbit planets, moons, along a traveled route within a solar system, or on the ground.
It is most likely the end goal of an economic diplomat to live at a Trading Station. Small ships to industrial-sized freighter ships and vehicles can be frequent visitors to these stations.
In addition to trading, there is also the option for a trading station to develop its own colony within its bounds.
Trading stations can choose a focus. TradeStationFocusCombatative, TradeStationFocusEconomic, TradeStationFocusScience, TradeStationFocusCore.
Faction Culture: Class Unlocks dependent

Technology Tree

Of the same category as technology tree, other faction trees include: Economic Tree, Science Tree, Core Tree (Government/Diplomat Core), Combatative Tree (not ents), & Cultural Tree.

Technology Tree

This technology tree pertains to the technology available to one of three specified factions, each having its own technology tree.

Technology tree decisions are performed by the governing 'Core' of a faction.

Governing Cores can include the following methods: (1) An assembly of Core Diplomats, (2) AI Core Diplomat, (3) AI assisted democracy, (4) A single core diplomat, (5) An indestructable artifact-based controller, (6) An assembly of Diplomat Council.

Default Starting Technology Categories
Planetary Entry & Launch Systems 1
Space Probes 1
Space Suit 1
Planetary Farming 1
Robotics 1
Artificial Intelligence 1
Combatative 1
Communication 1
Atmospheric Spacecraft 1
Orbital Spacecraft 1
Space Stations 1
Rovers 1
Telescopes 1
Chemical Detection 1
Planetary Mining 1
Planetary Construction 1
Lasers 1
Colony Spacecraft 1
Propulsions 1
Tools 1
Cultural Applications 1
Scientific Applications 1
Core Applications 1
Economic Applications 1
Materials Processing 1
Manufacturing 1
Medical Applications 1 (not to be confused with Scientific Tree for Medical 1 or Human Biology 1; medical applications include cooking)
...


Planetary Entry & Launch Systems
Planetary Entry & Launch Systems 1

Landing Systems
Airbag Landing System>
Automated Reusable Rocket Landing System>
Parachute Landing System>
Airfoil & Runway Landing System>

Entry Systems
Max Drag Entry
Automated Guidance Entry
Fly-By Delivery Systems
Orbital Delivery Systems & Receiving

Launch Systems (for non atmospheric planets)
Rocket
Orbital Assist Launch

Launch Systems (for atmospheric planets)
Balloons
Airfoil Piggy-back Assisted Rockets


Planetary Entry & Launch Systems (beyond rank 1)
Landing Systems
GeoEngineered landing systems
Weather controlled landing systems
Elevators
Anti-Gravity
Orbital Assist Teleportation
Gravity Laser Landing System
High Powered Propulsion Systems

Launch Systems
High Powered Propulsion Systems
Projectile Assisted Unoccupied Capsules
Elevators
Anti-Gravity
GeoEngineering
Weather Controlled Launch Systems
Teleportation
Gravity Laser Launch System


Space Probes
Category of space probes:
1) Category 1 Traveling Speed, Category 1 Power Systems, Category 1 Communication Systems, Category 1 Detectors, Category 1 Mobility, Category 1 Interaction.

Space Probes 1
Fly-by probes (Category 1)
Orbital probes (Category 1)
Landing probes (Category 1)


As all Space Probes 1 technology are available by default, unlocks include:

  • Fly-by probes FB-Model 1,FB-Model 2, FB-Model 3
  • Orbital probes O-Model 1,O- Model 2, O-Model 3
  • Landing probes L-Model 1, L-Model 2, L-Model 3

  • Landing probe L-Model 1: A landing probe with a mechanical track enabling limited mobility across traversable planetary terrain. Capable of sample analysis and drilling.
    Landing probe L-Model 2: An airborne landing probe that only lands for recharging power systems. Mobility is higher than other models with the drawback of increased power usage. Works best in atmospheric environments. Capable of large area reconnaisance of terrain.
    Landing probe L-Model 3: A walking probe outfitted with four extremities granting enabling an increase terrain capabilities when compared to Model 1. A balance between Models 1 & 2 in terms of power consumption vs mobility. Capable of cave exploration and some sample analysis.


    Space Probes 2

    Fly-by probes (Category 2)
    Orbital probes (Category 2)
    Landing probes (Category 2)
    Probe Reconnaisance Outpost Contructors (Category 1)

    Space Probes 2 unlocks include:

  • Fly-by probes FB-Model 4, FB-Model 5, FB-Model 6
  • Orbital probes O-Model 4,O- Model 5, O-Model 6
  • Landing probes L-Model 4, L-Model 5, L-Model 6
  • Outpost Constructors OC-Model 1, OC-Model 2, OC-Model 3

  • Outpost Constructor OC-Model 1: This model design maintains a presence of reconnaisance through the construction of some Recon Probe Outposts Category 1. Speed of construction is slow, and a low success rate in tough terrain. If successful, the outpost becomes a service and recharging station of compatible probes in the area. Power systems onboard make up for its low mobility. If this model becomes abandoned or fails at its task, a future salvaging mission can find that salvagability of its material and success of a salvage operation is high. This probe is highly expensive.

    Outpost Constructor OC-Model 2: Can construct some Recon Probe Outposts Category 1. Mobility is high at the cost of high power consumption. Can navigate difficult terrain but not easily, and perform construction task relatively fast. If probe fails at its mission it most likely happened due to lack of power consumption or while in rough terrain. Salvagability is low, a salvaging mission might not find useful material remaining if this probe fails during its mission. This probe is highly expensive.

    Outpost Constructor OC-Model 3: Model 3 is enables diplomats and engineers to assist combatative forces within the faction. Can construct some Recon Probe Outpost Category 2. This probe, while at its heart dosile and vulnerable, can set up a probe station with compatibility for early stage combatative probes at a reduced cost in comparison to combatative outpost constructor probe models. Few non-combatative probes are compatible the Outposts this construction can build.

    Appendix: A

    Alternatively this game can be scaled for genres including a hybrid 'Sci-Fi Fantasy'. For example, if base game is modified to include such fictional elements that enable implementation of Fantasy concepts. Such a game can include a 'Time Travel Device' or 'Inter-Dimensional' portal enabling factional integration of fantasy concepts from historic fictional lore. For instance, barbaric aliens, time traveling wizards, a necrotic medieval army, a plague from the past, and more can be implemented to alter the game in fancifully creative and fictional concepts which our minds occasionally yearn for.




    As this game is designed to give the player a sense of open-world experience, there is much content which would not be played (as the server does not reset progress). Vast arrays of assets & algorithms are available to randomize and select from. It would be best to implement procedural generation, although testing such elements at this stage in procedural generation before a live release, is ususually required. If the method of premade algorithms and assets is utilized, the content not called throughout gameplay can be recycled into a sequel game.