Here's my idea for a space MMO...
First, looking at what has worked well and what has worked poorly in the past - it seems that people really enjoy being an avatar - a person physically wandering through the gameworlds, visiting planets, fighting monsters, and so on - because it allows them to more directly relate to their characters. In games such as EVE and PotBS (both of which I've played, and think they have some awesome elements), what people chiefly seem to complain about is that for most of your experience, you're not connected to your avatar but rather to a boat or starship. Since in either case this is something you will be replacing constantly, it's hard to form a connection with it (although I think the boarding combat of PotBS helps negate that feeling slightly).
What we've been long missing is a game where you can retain your personal avatar-like identity while being on board a ship.
Both Star Trek Online and Star Wars tOR plan to combat this through providing more away-team style combat and by giving you control over a group of people - so that you're controlling everyone who is important to the story, rather than just a single character, and therefore you're supposedly more closely tied in to everyone onboard the ship. While this concept works well in a single-player game, I think it pushes the MMO too closely to the side of a single-player game. After all, you're in an MMO because it is multiplayer - while sometimes you're competing with other players to be the most awesome or to control certain resources, it is regardless a social contract between gamers. The KotOR-like controlling of multiple characters is exactly the opposite of this concept, and it causes them to feel less human simply because they are. To have true social interaction with the other characters of your crew, they should be humans as well.
So for me, what would represent the ideal MMO experience is for every person (or at least - every major person) of a crew to be a human player.
As I considered this, I established a set of rules around which such a game could be created, and I will dispense those rules now:
Give players the ability to create their own spaceship communities. I do not necessarily mean guilds, although a guild taking control of a ship is certainly a possibility. But let's say you purchase a ship - you're a very high-level, very wealthy character who has moved up far enough in the world to buy a large ship, perhaps a freighter or some similar vessel. This would be an incredibly expensive purchase, so that few people would be able to ever buy and maintain one on their own. You now need to hire a crew, and you can actually open up contracts with live players from all over the world to fill various roles on your ship. You can also hire NPCs for these roles (and in fact, you'll need to hire NPCs, but I'll get into that in a bit), but the NPCs would not be quite as good at fulfilling a role and thus it would be vastly preferable for a captain to hire a real-life crew.
Now the captain doesn't directly fly the ship, but instead issues commands - Go here, fire on this, etc. Any crew member, PC or NPC, who has been assigned the active role associated with that command must now carry it out, and receives experience for how well they carry it out. For instance - the ship has been taking heavy fire, and one of the engines has gone offline. The captain issues a command to have the engine repaired, so an engineer PC receives the order and races to go fix the engine. Once he arrives, he has to determine what is wrong, resolve it (replacing parts, reconnecting parts, etc) and then starts the engine back up. Now the ship has engine power again. At the end of the battle, every command the captain assigned is available in a log, and he/she can go through the log and note how well the role was performed - so in our example, the captain thinks the engine was repaired quickly, so he/she gives a full five-star rating to the engineer who fixed it. The engineer gets the same experience either way, but when other captains are interested in hiring him for a job, they may see that he has an average rating of 4.5 stars, and choose an engineer with a higher rating...
The crew of the ship also gets to rate the captain, so others know how well this person did as a captain. If he was yelling at everyone the entire time, maybe they don't rate him so highly...
As players are rated by more and more captains (or, on larger ships, people in charge of them, with anyone in the command chain able to issue commands and rate the ones they issued), they can begin to serve in military vessels at higher levels. The level a person serves at in a private vessel is always determined by the captain or owner of the vessel.
Military organizations are controlled by the game, with players able to move up within the organization based on quests performed and efficiency with which the quests are performed, as well as ratings they receive from PCs in command roles over them. Thus, a person could eventually reach the rank of Captain and be assigned a ship by the game, and this ship would be given military missions to complete. Eventually, it would even be possible for a PC to move into an Admiral role, and at this point the PC determines the very course of the war the military factions are fighting...
As originally stated, private citizens could purchase their own ships eventually. These could be engaged in trade (freighters carrying resources across the universe), science, exploration, mercenary adventures (hired by militarys to carry out certain tasks without the banner of that military's flag), or even pirate activities. Regardless, the captain is the one who determines what quests crewmembers are effectively filling, and thus a PC becomes the questmaster for another PC.
So how, you may be wondering, does a person feel he or she is making an impact on the world? Well, part of it is the group impact - how the ship performs its functions directly relates to how the person performs his. If I don't get this engine repaired in time, and the ship is disabled and boarded, then my whole ship has faield. But part of it, too, are the stats I receive as I perform my role, and it's in my best interest to always try to receive the best stats, so I can become a more valuable player, a more powerful player, a more highly-paid player...

Relying too heavily on players giving ratings to other players could be a serious mistake. You'll end up with a lot of cases of players playing the game with their friends, with the agreement that everyone always gives everyone else five stars. If command of ships is given for high star ratings, this would end up being the only practical way to get it.
Fri Jan 23 2009 12:15PM ReportFirst, I would never want to sit at my computer and listen to some other person tell me what to do in a game that I am playing. I'd stop playing your game right there. You have the right idea about filling our your crew but I think it should just be NPC driven instead of player roles on a ship. There is too much of a disconnect from the player to the game to push an idea like that. Now, if this was a VR game sure, I'd play an engineer or ensign. Otherwise I have the feeling like I'd get to push a few buttons and then wait for someone else to do something.
I think I'd rather have an EVE type setup where there are logistic ships and I have my own ship doing the repairs then sitting on someone elses ship. What I imagine happening is a game full of Mini games, people doing repairs, aiming weapons and whatnot with your idea.
It does sound interesting, but you would have to make this game because otherwise, the current industry would definatly **** it up.
With both of your reference games, both had the problem that you were not part of the ship like you write. Eve stinks in the fashion that your only clicking your ship around, PoTBS was nice because you used the keyboard to move around. Now a system where you clicked for movment while going to another system and one where you took manual control for fighting would be super.
You have some nice starts but you need to refine your ideas, like Quizzical said, players will take advantage of any system even if it destroys the gameplay just to be the best.
Fri Jan 23 2009 1:11PM ReportYou might be able to do it more like how Puzzle Pirates does, with players able to pick their role on a ship from a few available. The captain can order players to go do something, but can't force them to; his recourse is to kick them off his ship.
Puzzle Pirates does rate players on how they do, but the ratings are automatic, and not chosen by players. Someone who gets an Incredible at a puzzle is doing a really excellent job, not just being on his friend's ship. Someone who has gotten enough of them in the past to rate an Ultimate has to be genuinely good at the puzzle.
Fri Jan 23 2009 1:44PM ReportSorry dude but there will be to much drama associated with many people running ships. IE gunners who hate the pilots and pilots who hate the gunners. This was available in Planetside btw. It worked because you had total freedom to go pilot your own ship or do whatever you liked.
The problem is limited views in space..and the fact that space is really big! A gunner in PS was going to see action eventually, and had landscapes to watch scroll by.
Who wants to make a 1 hour freighter run looking out the side of a ship and seeing nothing but utter blackness? What's you're engineer going to do when the engine isn't blown?
The idea for a "community" type of play is a great idea but I think it could be solved if you just mixxed EvE's great economy/PvE with JGE's flying ability. If you want unity give the captain the ability to call ships into a formation. The squad hits a button and their ship auto pilots into a position from which they can break at any time.
Fri Jan 23 2009 2:37PM ReportI have had similar ideas and think they are all fairly good, well not the rating system but the multi-player capitol ships are a great idea.
To the person that said they would never take orders from someone else, you have never raided before? How is raiding, where you take orders from the leader, any different then a captain on a ship giving you orders? Either way, it the option of being crew on a capitol ship or being the pilot of your own single seat fighter is there, I think it is a great idea.
Fri Jan 23 2009 3:42PM ReportI raided a few times. I also stopped raiding too. Listening to one person tell me how to swing my sword or where to stand grew old quick. It's not my fault idiot programmers make raiding such of a borefest to allow this type of gameplay.
The difference is when you have a game that you need a leader to say, hey take out the drones a and b, and then come back and fight. Not , take out a with this spell, this ability the go take out b with this spell and ability then come back and fight the boss in the way standing with 1 foot in the air too.
I can do without that and have done without that for a long time now.
There are roles, and there are jobs. I know which kind of games I play, do you?
Fri Jan 23 2009 4:06PM ReportIt's an interesting start, but there are tons of problems to be ironed out. First problem it's a group/raid heavy game, with little to no layed back solo time (like fishing in most MMOs). Second, it's too reliant on RP. Third what keeps space exciting? Slow travel = more possibilties to be attacked, but makes it boring if nothing happens. On that note what does a gunner do when nothing is attacking or anyone else for that matter?
Not to say it cannot work, but IMO people need solo-able tasks and a way to jump into the action quickly. So how do we do that? Every ship should be manned by droids (NPCs), they can do everything just not as quickly or well as a PC. Here's the difference, PCs link up taking over for the AI. A captain would set nav points, NPCs would follow it, then his task would be to line up PCs for when things go wrong. This eliminates most of the sitting around doing nothing, as space stations would always have work or at least simulators to improve player skills on.
Fri Jan 23 2009 8:24PM ReportIf ships are really expensive and hard to get, then what happens at launch when no one has a ship yet?
Fri Jan 23 2009 9:14PM ReportUh... You know this game already exists right?
Nice try advertising for it....
Sat Jan 24 2009 1:11AM ReportUh...you know it doesn't, right? EVE you just fly the ship around. Yeah, they'll allow your avatar to walk around the space station soon, but it's still not the same thing. PotBS is working on their avatars shoreside because of this disconnect. What is this game that you speak of?
I could see a game like Firefly, where you are all part of a crew with different fields of expertise, having missions both in space and planetside. You limit the size ship to, say, frigate or small merchant size, and are assigned a ship and crew for a certain mission, depending on what the ship needs. It might not be a huge game, but I could see it being profitable. If you wanted larger ships, you could form a guild, and, based on its size of ACTIVE players, the ship is upgraded/downgraded.
Sat Jan 24 2009 12:41PM ReportI outta know, I'm the Correspondent for it.
He had a almost exact description of StarQuest, even to the military faction.
Sat Jan 24 2009 1:08PM ReportLol, sure does look like the same game and what he is writing. I'd love to find a good review for that game.
Sat Jan 24 2009 3:10PM ReportLol, ya, my review was kinda lame... SQO deserves better. Expecially if people are blogging "Someday" and its already here, just goes to show my abilities to convey the game are lacking.
Sat Jan 24 2009 4:29PM ReportAlloughN - that's interesting, no I hadn't even heard of StarQuest. Will have to check it out now.
Thu Feb 19 2009 6:47AM ReportMMORPG.com writes:
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