Difference between revisions of "RSG: No FTL travel"

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(New page: Because this is a '''Realistic''' space game, there is no faster-than-light travel. Because it's a 'persistent world' that people can join in and play at any time, this poses some interes...)
 
 
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{{RSG}}
 
Because this is a '''Realistic''' space game, there is no faster-than-light travel.  Because it's a 'persistent world' that people can join in and play at any time, this poses some interesting problems.
 
Because this is a '''Realistic''' space game, there is no faster-than-light travel.  Because it's a 'persistent world' that people can join in and play at any time, this poses some interesting problems.
  
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There are two classes of people in the universe - and two classes of player to match:
 
There are two classes of people in the universe - and two classes of player to match:
  
* Mortals - just like you and me. Time passes for them in realtime.  One day out here in the real world is one day in the game.  There is no freezing of the world, there is no jumping of time.  If it takes you three days to fly from here to there - then you'd better find something else to do while your ship goes from here to there.  When you aren't playing, you're in your ship sleeping.  If you get killed, you're dead and you have to start again with a new character.  You can be killed in your ship while you're asleep.  Life is tough...live with it.
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* Mortals - [[Mort]]s - normal people just like you and me - but with jetpacks and personal hovercraft.
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* Immortals - [[I-mort]]s - people who have been scanned into computers who could (in principle) live forever.
  
* Immortals - when you have enough money (or maybe if you buy a paid subscription to the game!) you can choose to become immortal.  Your brain is scanned by slicing it into 1/100th of a millimeter slices and the scans fed into a computerYour psyche is now being simulated in a neural network computer - you have become software. This is interesting because now you can do the following very handy things:
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I-morts can (in effect) travel around at the speed of lightBut only if they have access to a computer at the start and destination of their trip.   This is nice because they still have to explore as normalThe fact that our game world is gigantic means that there is a speed-of-light delay of some seconds for very long jumpsThis will be handy because we'll need a few seconds to scan the destination for 'blobs' and generate their contentShort jumps should be manageable without a delay.
*# Make a backup of yourselfYou can make a copy of your 'software brain' and store it somewhere in the game - on a well-defended shipIn a 'brain repository' on a well-defended planetYou can store it in multiple places.  To avoid confusion, only one copy of your brain can be running at one time.
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*# If the computer you happen to be running on gets blown up - you are dead - just like before.  Unless you have one or more backup copies.  Then you can simply re-activate yourself from one of your backup copies.  You can still be killed - forever - but only by having all of your backups blown up.  Keep the location of your backups really secret and note that whenever your dying ship sends a message to the backup to tell it to wake up - that radio signal CAN be tracked!
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The fact that Morts can't travel fast - and can die - is a strong incentive to either pay-to-play or to earn in-game cash to buy I-mort statusIt also ensures that Morts will stay fairly close to their spawn point - which allows us to give them a 'tutorial level' - a small region of space where they can learn the ropesWe can dump a strong 'police presence' there to prevent more advanced players annoying them as they learn.
*# Transmit your software (at the speed of light) to another computer that you ownThis allows you (in effect) to teleport between ships and into civilised societies that are prepared to accept you.  The amount of time this takes depends on how far you are from the destinationIf the destination is within a few thousand klicks - it's more or less instantaneous.  If the target is halfway around the asteroid belt - it'll take many minutes...and you'll be sitting here in front of your computer waiting while that happens!
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*# Shut down and "sleep" in a safe place - even while your ship is slowly and painfully struggling over a gazillion miles of space.
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Latest revision as of 15:53, 23 March 2010

 

Wikiid Pages relating to RSG)
DoubleTheRubble.jpg
RSG: Setting/Story
RSG: Size of Universe
RSG: Reference imagery
RSG: No FTL travel
RSG: Networking
RSG: Procedural Environment
RSG: Career paths
RSG: Scripting
RSG: Ship Design
RSG: Ground Installations
RSG: Ship Control
RSG: Graphics
RSG: Communications
RSG: Asteroid types
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Because this is a Realistic space game, there is no faster-than-light travel. Because it's a 'persistent world' that people can join in and play at any time, this poses some interesting problems.

Here is what I propose:

There are two classes of people in the universe - and two classes of player to match:

  • Mortals - Morts - normal people just like you and me - but with jetpacks and personal hovercraft.
  • Immortals - I-morts - people who have been scanned into computers who could (in principle) live forever.

I-morts can (in effect) travel around at the speed of light. But only if they have access to a computer at the start and destination of their trip. This is nice because they still have to explore as normal. The fact that our game world is gigantic means that there is a speed-of-light delay of some seconds for very long jumps. This will be handy because we'll need a few seconds to scan the destination for 'blobs' and generate their content. Short jumps should be manageable without a delay.

The fact that Morts can't travel fast - and can die - is a strong incentive to either pay-to-play or to earn in-game cash to buy I-mort status. It also ensures that Morts will stay fairly close to their spawn point - which allows us to give them a 'tutorial level' - a small region of space where they can learn the ropes. We can dump a strong 'police presence' there to prevent more advanced players annoying them as they learn.