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After reading Niven and Pournelle's 'Mote in God's Eye' I thought a simulation of the MacArthur (a space-going battle cruiser) would make for a keen game. Capt
by bdunbar 15y ago
After reading Niven and Pournelle's 'Mote in God's Eye' I thought a simulation of the MacArthur (a space-going battle cruiser) would make for a keen game. Captain types 'prepare the ship for spin, 1/4 g', screens flash, animated guys all over the ship jump into action. Twenty minutes later the ship is spinning, providing 1/4 g on the outside decks.
I have odd notions of 'exciting' I guess.
Adding the MMO element ... a warship depends on top-down control. The captain gives orders, and a lot of which involve turning valves, pushing buttons, watching screens. Hours pass ...
Okay - make the job exciting so players stick around. So when the captain says 'fire torpedo' there is a player there to load it up.
Sure it can be done, but how? A small fortune to the fellow who figures it out, I guess.
- elliottcarlson 15y agoPuzzle Pirates made jobs on the boat interesting - granted it was far from realistic. Each job was just a different puzzle game, and depending on the efficiency of the player at their "job", the better it would be for the voyage. http://yppedia.puzzlepirates.com/Puzzle#Duty_Puzzles http://yppedia.puzzlepirates.com/Puzzle#Duty_Puzzles Would this work in an environment that was attempting to be more realistic - probably not - but I am sure a similar dynamic could be used to make a task interesting. This is after all intended to be on star-ships well in the future.