Difference between revisions of "RSG: No FTL travel"

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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 ("Morts") ==
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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.
  
Just like you and me.  Time passes for morts in realtimeOne day out here in the real world is one day in the gameThere is no freezing of the world, there is no jumping of timeIf 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 MortYou can be killed in your ship while you're not playing/asleep.  Life is tough...live with it.  All game AI's are Morts.  All new players are Morts until they earn enough to become...
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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.
  
== Immortals ("I-morts") ==
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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.
 
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When you have enough money (or maybe if you buy a paid subscription to the game!) you can choose to become an I-mort.  The process is kinda ikky - but the benefits are huge.  Your Mort brain is first scanned by extracting it from your head and slicing it into 1/1000th of a millimeter slices that are then scanned fed into a computer.  Your body is minced up for cat food.  Your psyche is now being simulated in a neural network computer - you have become software - an I-mort.
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This is interesting because now you can do the following very handy things:
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# Make a backup of yourself.  You can make a copy of your I-mort and store it somewhere in the game - on a well-defended ship maybe - or in an expensive (but fairly safe) 'brain repository' on a well-defended asteroid.  You can store copies of your I-mort in multiple places - as many as you like in fact.  To avoid confusion, the system only allows one copy of your brain to be running at one time - that is "where you are".
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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 I-morts and you're back in business.  You can still be killed - forever - but only by having all of your I-morts blown up.  Keep the location of your I-morts really secret and note that whenever your dying ship sends a message to the backup system to tell it to wake up - that radio signal can be tracked!
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# You can transmit an I-mort (at the speed of light) to another computer that you ownThis allows you (in effect) to teleport between ships and into places that are prepared to accept you - and to sell you the computer time to host your I-mort brain.  The amount of time this takes depends on how far you are from the destination.  If 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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# Continuous memory backup.  Your newly formed memories are continuously beamed back to the location of your backup brainsThis happens slowly and continuously so when you "wake up" after your active computer blows up - there is only momentary confusion.  If you have another ship/computer, you can just zap your brain over to it and keep right on playing.  If you don't then you're rather stuck - and if you can't find a way to make some money, your computer bills will be run up and eventually, they'll delete you and you're dead.
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NOTE: The I-mort concept is a bit of a stretch for "Realistic" - but it doesn't violate any of the laws of physics and it could easily happen one day.  What it buys us is faster-than-light travel - and the ability to 'respawn' after you die - and a way to account for what's going on while you aren't playing.
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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.