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MMORPG Game Concepts  » Secrecy (an MMO concept)

5 posts found
  ghstwolf

Novice Member

Joined: 3/21/08
Posts: 386

 
OP  1/28/09 2:32:05 AM#1

Introduction: 2063 the world is a remarkably different place.  Once great governments are puppets to 4 mega-corporations.  The greed and powerlust of the mega corps allows them no alliance, but all out war is not an option (I'm ignoring the lore that supports this).

Structure (ideally):  Several major cities (localized shards) interconnected as a single world server.  That is Seattle would be the local server for Seattle, Paris local to france and so on.  So if you live in London and visit Seattle (in game), you would be transfered to the seattle server (although all current city maps would be stored in nearby servers).  This is important because the maps are intended to be dynamic.

<enough foreplay>

The world: Skill based featuring FFA PvP w/ full loot and perma death.  The only thing that lessens the blow is the heir system.  Your heir will inherit anything in the bank ( and house) and a portion of your skills, they also benefit with a greatly accelerated learning up to the highest previous mark (any of your players) for a skill.  They will also gain trust and respect (2 distinct reputations) at an accelerated rate (up to the last character's levels).

Crafting: gear will be plentiful and mostly inexpensive.  NPCs will offer inexpensive generalized goods, and crafter will offer a huge variety of specialized products.  They'll be able to make lighter and more durable goods, goods that focus on different DMG types/resistances and armors/weapons that make detection harder.  They will also be able to crank out several consumables and parts for bigger pieces.  The most unique feature is that crafters will also have special bonuses and situational abilities for use in combat and missions.  As a bonus, your heir will be able to advance their own skills while your active player is alive (yes they can handle manufacturing like ammo/consumables just not custom armors and weapons).

Things to do:  It's a sandbox with a heavy RvR flavor.  You can pick sides, switch sides, or start a rebelion.  You'll start as a mercenary, taking missions from who ever.  If/when you pick a side, each faction will have great rewards for those they respect and trust.  The four mega-corps in designs and upgrades, the mercenaries will have better contracts.  Guilds will be a bit different from standard games as well, they will be ladder ranked against the other guilds working for that faction.  The influence/benefits that a top ranked guild will have is impressive.  It will be a challenge to stay on top though, they will have to complete their guild missions successfully and other guilds can challenge them for rank.  As competitive as all this is, the strength of the entire faction will be even more important than who's on top.

Why Secrecy:  There will be a number of ways to work against your own faction or other factions that are best kept secret.  You can steal resources (main form of gathering) from any faction's warehouses or designs from their factories.  In most cases it is best to do this in secret.  A faction that greatly distrusts you will send hitmen after you (NPCs and Bounty Hunters).  Whichever faction you are in will be easier to get into (knowing layout, security, and what will be there) but it will also have the greatest penalties if you are caught.  Factions will also have an issue if you sell their designs or product based on their designs on the black market.  PKing will usually result in distrust (varies by area).

Kind of a general overview for all that length, but I hope it'll do for now.

  Eronakis

Spotlight Poster

Joined: 12/17/08
Posts: 2006

1/30/09 2:02:30 AM#2

I assume, this is like a splinter cell game with way more depth. Are there any conspiracies involved, perhaps any that are going on today?

  ghstwolf

Novice Member

Joined: 3/21/08
Posts: 386

 
OP  1/30/09 5:13:12 PM#3

I'd say the world could be uncomfortably close to the RW today, but that depends on how you see the world.  Where full scale war is not an option, it would be something akin to the cold war just with 4 major parties.  Conspiracies, well my intention is to show various mechanisms for controlling a general population, both actively and through lore (it is a rather Orwellian world).

I just realized I missed something pretty big.  This is a very low power creep game.  The growth is 90+% horizontal, letting you have more options as you develop instead of more stats.  Even the 3 extensive personal upgrades availible (genetic, nanobot and cybernetics) only allow you to hone your abilities to your playstyle.  The trade offs for each or combinations of them will generally only lead you to being a specialist, often limiting your options in other situations.  Nevermind that they can get pretty expensive and are gone if you die.

  ssnautilus

Novice Member

Joined: 5/05/05
Posts: 373

> GW2 V13 SWTOR

2/02/09 12:33:06 PM#4

I see some issues:

* Secrecy & Multiple accounts. One logged in either side providing realtime information. All coordinated battles will have ventrilo spies updating everything every minute. Every major guild/faction WILL invest in an alt account. And there will be no way to trace the moles unless you spend an inordinate amount of time to spread disinformation and then filter it out on the other side (assuming YOU also have a mole in their command camp!).

* Permadeth & FFA: What's to stop me from taking out my supa-bazooka (or remote mines, etc) and start blowing every living person I see in my own city? Assuming I am an official betrayer (and thus Friendly Fire "lock" is diabled for me), if I play smart (or have accomplices) I can wipe out (permadeth) a hundred or so players. Imagine the backlash - and once doors open to griefers - your MMO will just become a gankfest with negative reputation instantly.

These matters will need to be adressed properly before proceeding with this chain of thought.

  ghstwolf

Novice Member

Joined: 3/21/08
Posts: 386

 
OP  2/02/09 4:10:35 PM#5


Originally posted by ssnautilus
I see some issues:
* Secrecy & Multiple accounts. One logged in either side providing realtime information. All coordinated battles will have ventrilo spies updating everything every minute. Every major guild/faction WILL invest in an alt account. And there will be no way to trace the moles unless you spend an inordinate amount of time to spread disinformation and then filter it out on the other side (assuming YOU also have a mole in their command camp!).

There are some in game ways to address that. Keeping downtime minimalized durring such an engagement, is 1 of them. At the same time, has such a play style ruined EVE? I see the potental being about equal for the disruption.


* Permadeth & FFA: What's to stop me from taking out my supa-bazooka (or remote mines, etc) and start blowing every living person I see in my own city? Assuming I am an official betrayer (and thus Friendly Fire "lock" is diabled for me), if I play smart (or have accomplices) I can wipe out (permadeth) a hundred or so players. Imagine the backlash - and once doors open to griefers - your MMO will just become a gankfest with negative reputation instantly.
These matters will need to be adressed properly before proceeding with this chain of thought.

First of all there is no friendly fire lock, and even if there was you'd be kos very quickly (so you certainly wouldn't be "safe" long enough to make it easy to kill lots of people). Pretty much every form of rep would be shot and it would be a long time to build that back up. Betrayals will be more about sabotage and stealing technology, so no faction would want anything to do with you. This would pretty much make the account unplayble (such a player would be hunted with bounties for several "generations"), but there isn't much that can be done if people are willing to do this and cancel accounts over and over again.