An Open Source MMOBBRPG

Eluvatar

TNPer
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TNP Nation
Zemnaya Svoboda
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Eluvatar#8517
The idea: An Open Source Massively Multiplayer Online Browser-Based Role Playing Game.

I. Because this game would A, necessarily not be run by Max Barry and B, have features constantly changing from the featureset of NationStates, it could not be simply NationStates.

II. This game would be intended to fill the niche of those who like what NS has and CN doesn't but want something more.

III. It would be Open Source in that there would be a publicly available repository of the code (minus passwords, and this does not include access to the database :P) There would be a central server that the 'official' game would run on with an admin team who would accept or reject submissions to that code, as well as tinkering themselves.

If we agree to these III postulates I will then move into details, because I do have an idea that I think might be good.
 
Sounds great, so long as game updates did not occur with terribly great frequency.

However, let's throw in a bit from the practical side of things:

Server space and bandwidth. MMOAnythings will take up a lot of server space and bandwidth, but especially server space. For example, you see how fast invaders and defenders (if the mechanics stayed the same) cycled through and discarded puppets. Especially if you want to add more features (i.e. like in CN) into this, even more server space will be needed. So, who's going to pay for this? Can you really generate it all through ad revenue?
 
MO's question is a good one and it comes down to 2 things; donations and adspace.

I don't like advertisements but clearly the more donations there were the less there would be ads. Another thing is that it could start on cheap webhosting and then move to more expensive webhosting as time went on.
 
I have a rather well-developed idea for a game (copyright me) which I would like to present to you for analysis and constructive criticism.

Setting

The premise of the game is that in the distant future the Milky Way is becoming overpopulated by a stable alliance of 8 species (including humanity). In search of more resources and space, they go into Andromeda. Andromeda is at this time dominated by a militaristic empire (draft name: Dsordsa) dominating the entire galaxy through overwhelming might.

In this universe, transportation is by artificial wormholes which are opened instantaneously-- energy expenditure increases dramatically with distance, and opening a wormhole from both ends is easier by an order of magnitude.

There are several other important technologies involved as well: manipulation of gravity, lasers (of course) and the utilization of antimatter especially in ion cannons and in propulsion.

Gameplay

Each player is the governor of a colony in Andromeda. The player selects the species of their colony and possibly the sector. The player's interactions with the game and the interaction of various factors are presented below:

newGame.png


In the course of this gameplay, one of the primary 'social' decisions made by a player is whether to continue in the Union structures they begin with which protect them in their early stages or to revolt and strike out on their own as a Rogue. The game would include hierarchical representative democracy in the Union and the ability to form Alliances for Rogues.

The overall goal of the Union would be to, through developing massive power in Andromeda, destroy the Dsordsa Empire and attain dominance-- should this occur the game would restart.

Thoughts? Comments? Questions? Expressions of my complete and utter lunacy? :P
 
So, I'm reading this, and I'm going, "Cool!" A bit different from NS, although I guess I can envision the "Union" as the feeders, and the "Rogues"/"Alliances" as kinda like our own little user-created regions.

However, I have a few questions about game mechanics:

1) Reading this, I assume that there is a map? And presumably a tech tree? And an "enemy" group that is not controlled by players? Does this mean that there will be a population cap in the game? Does this mean that the Dsordsa Empire would be computer/AI-controlled? Or do they pretty much follow a highly scripted sequence?

2) How do you envision the military aspect of the game to work? Closer to NS or to CN, or something new altogether?

3) How are politics done? If one chooses to stay in the Empire, what influence do they have? Can one change sectors? Is there a hard-coded bureaucracy? Basically, how much freedom does the player have to move around?

4) What, exactly, is the relationship between the Rogue states and the Union? It appears that there are victory conditions for the Union but not for the Rogue. What are their possibilities for action in this game? Do they get to choose sides?

5) Also, are there loss conditions for the Union? Otherwise, I imagine that a game going badly could drag on, no?

6) If (presumably) most of the human players are working toward one objective set in stone, wouldn't it kinda detract from the thrill of conflict with others that thrill so many in the NS invading/defending game?

All in all, the idea shows great promise, and I hope you follow through with it.
 
So, I'm reading this, and I'm going, "Cool!" A bit different from NS, although I guess I can envision the "Union" as the feeders, and the "Rogues"/"Alliances" as kinda like our own little user-created regions.
Yeah I did think that there was a similarity there, and it is no longer unintentional :D.

However, I have a few questions about game mechanics:

1) Reading this, I assume that there is a map? And presumably a tech tree? And an "enemy" group that is not controlled by players? Does this mean that there will be a population cap in the game? Does this mean that the Dsordsa Empire would be computer/AI-controlled? Or do they pretty much follow a highly scripted sequence?

A. There would be a galactic map, and potentially each system would have a map-- much of this would be random generated.

B. I am not sure if there should be much of a tech tree actually, as the Milky Way civilization is supposed to be insanely advanced already. Could use some discussing.

C. And I suppose there would be a pop. cap but it would be Really Really big; you wouldn't be able to reach it in a decade probably.

D. The Dsordsa would be mostly automated although Admins would be able to control its actions. It could potentially be an In Character way to justify administrative punishments as well?

2) How do you envision the military aspect of the game to work? Closer to NS or to CN, or something new altogether?

Mostly new altogether: given that there would be a galactic map and your ships, formed into fleets, would be moving around on it. Tactical battles would not occur-- simply strategic movements and then evaluatoins of the result of a battle when opponents meet.

3) How are politics done? If one chooses to stay in the Empire, what influence do they have? Can one change sectors? Is there a hard-coded bureaucracy? Basically, how much freedom does the player have to move around?

A. If one remains in the Union, one has influence over what the various Union leadership is, and Union leadership has authority over a certain quantity of 'galactic funds' coming from the Milky Way as well as NSUN-style influence on the issues module. In my current plan the Union has the following leadership hierarchy:
Code:
Galactic Leadership
        |         
Sector        Species
        |           |
        |       Sector Species
        |       /
Individual

B. Once a player is in a sector, they cannot leave the sector except by either A restarting or B taking a new planet in the other sector (and perhaps abandoning the old one). You can leave and join alliances but not sectors-- sectors you are simply in, as your position on the map does not change.

4) What, exactly, is the relationship between the Rogue states and the Union? It appears that there are victory conditions for the Union but not for the Rogue. What are their possibilities for action in this game? Do they get to choose sides?

A. It is the choice of each Rogue nation/alliance and the Union how the relations between them go. It mostly depends on the Union leadership; whether they choose to oppose all rogues entirely or to forge relations.

B. Rogue Nations simply go by score generally, but if the Union wins their status is determined by what Union leadership says their intentions toward those Rogue Nations and Alliances would be.

5) Also, are there loss conditions for the Union? Otherwise, I imagine that a game going badly could drag on, no?

Yes. If by some insanity the Dsordsa manage to destroy the 'gate' to the Milky Way (which is very heavily guarded by Union forces by default) or if through cunning and hard work a Rogue Alliance manages to the same, then the Union will be considered to have "lost".

6) If (presumably) most of the human players are working toward one objective set in stone, wouldn't it kinda detract from the thrill of conflict with others that thrill so many in the NS invading/defending game?

Well that presumes that most humans would choose to stay in the Union.

All in all, the idea shows great promise, and I hope you follow through with it.

Heheh, if I do it will be ALOT of work. I would probably need helpers coding it <_<
 
I have a personal bias, but I'd suggest PHP. Its reputation has suffered due to its low barrier of entry (much like Javascript), and it is quite powerful when used properly.

Besides, being open-source, a project would depend on a good pool of interested developers - and PHP is more popular.

(But, as said, I'm biased because I've used PHP for years and never seen RoR.)
 
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