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Old 05-15-2005, 12:24 AM   #1
starwarsfan11
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Default New web-based SW MMOG... calling all developers!

http://www.swrebellion.com/forums/postt2440.html

They need help. This looks awsome! (I am bobandrubert)

Want to learn more about it? http://www.eleventhirtyone.com/SW_GCW.doc

if u don't trust file downloads PM me your emal and I will email u the contents.

please, please help them!

Here is part of the document:

Overview
Players begin SW Galactic Civil War by joining one of the three major factions or by becoming neutral. Each player, essentially, will be a commanding observer, while not existing in physical terms in the game, they will command and control ships, fleet, ground units, combat teams and instillations. The game is played by giving missions to individual or groups of units; whose orders can range from exploring space, mining resources, smuggling illegal goods to such missions as pacifying a system, establishing a base and sabotaging a facility. Like any other real-time strategy game, micromanagement is key to SW Galactic Civil War.

SW Galactic Civil War is a real-time strategy simulator using a concept of “compressed real time”. Missions given to units, like crossing space may be instantaneous (for inner-system movements) or may take hours or days (system to system hyper jumps). This is in part to keep with continuity and to add to the recursive nature of the game. While in reality crossing space may take weeks in the Star Wars universe, in SW Galactic Civil War it would take a maximum of a day or two. Using compressed real-time play will also position SW Galactic Civil War as a unique continual RTS game, since players will attach missions to their units and have to return later to observe the outcome of those actions and to issue new orders. Also players will want to check on their units continually since every unit will always exist somewhere on the map (unless in hyperspace) and as such is vulnerable to being attacked and destroyed while the user is offline.

As part a major faction, players are able to utilize any faction-controlled territories for placement of units and installations in orbit or on the ground. Any time a player claims a new system that planet then is considered new faction territory and as such can be used by any same faction players.

SW Galactic Civil War will not feature typical MMO mission based credit farms. Instead, each player receives a modest salary based on their rank (and population of total territories controlled by their faction) any trade or commercial activities a player takes part in can generate additional revenue. Players can increase their rank by the successful outcome of battles and by claiming new territory. Neutral players will have to; in that case, involve themselves in commercial ventures to make credits.

The galactic map itself will feature hundreds of systems containing thousands of planets and moons, most of which can be built on. Each inhabited system will have leanings to 1 of the major factions or most often simply be neutral. These leanings can be influenced through diplomatic missions or the planet can be outright conquered. The population and faction leaning will dictate the number of troops needed to garrison the planet, if the level drops below the minimum the planet will revert back to its own control, any faction units or instillations on the planet will be lost. The more a faction has territories (based on planetary populations of territories) the more income each faction player will receive.

The galactic map will also only ever actively display planetary or spatial units (such as ships, fleets or bases) in a player’s faction territory or territory where the player has units currently present. Also only Imperial and a player’s own faction territory will be shown on the galactic map. Players will not be able to simply scan each sector of space to find enemy bases or fleets. This will allow players to have secret bases and hide units across the entire galaxy. Player profiles will also not display current rank or faction alignment (unless they are Imperial) when displayed.

Resources like ore, gas, chemical, energy and manpower (for use in creating infantry and staffing things like factories and ships) are all collected by means of various player built installations like mining outposts, power generators and faction detachment headquarters. Each planet will feature random and recursive ore, gas, chemical, energy and population levels that allow better harvesting. For example, if you place a detachment headquarters on a planet with a high population it will generate a high manpower yield. The number of facilities drawing on the same resource, ie: mining outposts, will reduce the hourly yield for all same installations on that planet and reduce the total amount of that resource existing in that location quicker. Additionally, each resource unit must be transported manually or by means of trade routes off world to space docks or refineries to be used. This will allow for transportation companies to exist and be a viable means of making credits. Resources can also be sold to other players, put on the Commodities Exchange Market or stored in headquarters, outposts and mining facilities or in ships they own and control. Different faction players can, if they choose, place resource facilities on the same planet, to protect ground bases or space in orbit, a player would have to set up troops with a “Defensive Patrol” mission, that is they would attack any non-faction intruders.

SW Galactic Civil War aims to be a detailed and true to Star Wars simulation with various and deep levels of micromanagement.


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By mad78 and editied by [R-Dev] JS.Fortnight.A
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