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Urfang

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  1. I just renew the old topic and still recieve the opinions, ideas, and questions.    The basic notes about the Unionline:   The world: combination of space and fantasy enviroment with 20 classical fantasy races (human, elf, dwarf, goblin, orc, troll, kobold, ogre, dragon, imp, etc.) in a sci-fi world The genre: basically a 2D real time action platform which contains rpg, adventure, exploring, trading, economic, governing, and social elements to attract different types of players who can find diverse challanges in the game Main screen: a real huge highly zoomable 2D real time surface, a realistic virtual sun-system with natural scale terrestrial planets and gas giants, and there are roughly 100 similar sun-systems to conquer and rule by players Economic module: based on 5 types of building materials (light gases, metallic matter, organic matter, fissile matter, and noble gases) mined by planets or moons, 3 types of manufactured units (spaceships, spaceship upgrades, and space stations), and 3 types of virtual cash (cosmic coin, dark matter, dark energy) Spaceships and stations: every race has its own unique ships in 4 type (explorer, fighter, cargo, and science) and 3 tier level with 4 types of upgrades (weapons, shields, engines, and special), and there are 4 type of space stations (miner, manufacturer, defensive, and colonial) Social module: There are 5 faction for 20 races with different political system and players can vote monthly their leaders who control the planets, govern the sun-systems, and rule the space empires and manage its economy and army, also there are chat and forum modules to organize the community   The advanced notes about the galaxy map, sun-system map, interfaces, economic system, and game concept: http://prezi.com/user/w2kcslew020l/   The image gallery of the high definition planets: http://erichowell.deviantart.com/   And the project post where we looking for new collaborators: http://www.gamedev.net/classifieds/item/1474-unionlinecom-project/   Thanks for read this!
  2. @Heaven I agree with you, maybe "battle" type sounds better than "fighter" but about the "explorer" vs "scout" issue I think the scout sounds as a military category like reconnoisant, but the explorer are closer to discoverer, like a fast and long-range ship to explore easily the far corners of the galaxy. About reactor, engine, and boost. Boosts can be very diversified for improve the ship stats, or give a permanent passive ability or a temporary spell-like ability. So boosts are not necessary just "other" equipments. However engines are necessary and this defines the ship speed in the sun-system map and the range in the galaxy map. The reactor produce the energy for the ship and this effect not just the engines but the weapons, shields, and boosts too. And finally I thinking in small, medium, and long range weapons, and these can be projectile, energy, and missile weapons, just these details left from the presentation. @Burrowing Owl Now im working on unique sun-systems for every race and more racial traits and abilities to make them more special. My new idea is a special resource demand for every faction. The Warrior Faction need more metal to their massive ships, the Trader Faction need more organic material to they luxury way of life, the Explorer Faction need more light gases to drive their superfast engines, the Stealth Faction need more noble gases to operate their stealt technology, and the Balanced Faction need more fissile material to power up their even tempered industry. These special demands can be a motivator to build up intergalactic trade-ways because everywhere are different resource lacks. And I planning a cool kickstarter project to gain some funds for a prototype. I heard that 6000-10000 EUR needed for a functional prototype. I can write a good smart campaign message and these presentations can be additional informations, now im thinking about how can I make a good video material. Thanks for all feedbacks
  3. Hi all I am ready with the economic module presentation and now working on rpg module presentation which shows the skill progression, the characters attributes, and the possibilities of improvements. http://prezi.com/5v10tw8g9l5t/unionline-economic-system/?auth_key=b1ea60ff79afca257dbece19ca0f35faf774a908
  4. @Waterlimon Hard\impossible to gather at the Earth in 2012 but not in the Unionline Universe in 7563
  5. Hi I made a new presentation about the galaxy map. It is a little bit unfinished yet but contains all main information about the factions and the races. Now I work on the Economic Module Presentation. Thank you for watching. http://prezi.com/yzwq7mvmqdx3/unionline-galaxy-map/?auth_key=186b2c2a02c78c92965f35322e2838da6b309b18
  6. @starbasecitadel Thanks for your feedback. I am really interested about your game, especially about the NPC fleets. These ships are conventionally controlled (click somewhere to move there and attack) or they have an advanced AI? Just because Im thinking now about AI controlled NPC ships. In the Unionline there are 2 types of fleets. The first is a free cooperation of independent players whos control directly their ships and try to make actions together. It will be likely pretty chaotic but I think it can be a very good gaming experience to be a part of a big fleet battle such this together with hundreds of your faction members. The second type is a faction fleet with NPC ships found by faction income. The military commanders get access to guide AI controlled fleets and if their rank is rise up they can guide bigger and bigger fleets. Otherwise a faction fleet contain not just NPC ships but also the player's ships who serve in military service and assign their ships control to the commander and the AI steer them in the formation. Firstly they get money for the military service and secondly the service time is the key to rise the military rank. It is necessary an advanced AI system to perform various fleet actions: attack or defend in formation, patrol around the trading routes which are endangered by pirates, exploration, scouting, and other things. I absolutely agree with your feedback. Im just making my presentations, write the handbook, but it comes a point where I am not enough and have to be a developer team to continue the progress. Do you know that where are the developer teams which are looking for MMO concepts? I think the status of the Unionline now is not enough to seem as a profitable investment but in your opinion some other similar presentation about the game sub-systems and a really detailed handbook can be enough to try my luck at a game developer studio?
  7. @drakonka "players can play the game for free for 3 minutes per day, after which they pay money to continue playing?" Absolutely not, unlimited free play available. I mean that there are many alternative income source in the game, but the main income source is the daily work, because it needs only a click per day, so a 3 minute player can achieve a good progression and can keep the step with the hardcore gamers and the cashers, so there are sense of the 3min playing and this can be enjoyable as well beside the hardcore and casher playing. I think this is the key to a huge community where the main body is the crowd of 3min players and even more 3min players leads to more hardcore and casher players. About alternative income sources. Tradewear delivery is a basic moneymaker tool for everyone, it needs only time, for example you you deliver tradewear (free stuff) from Earth to Mars and if you perform the way you get money, naturally deliver tradewear from Earth to Saturn earn more money. Another income source for the economy oriented players is the trading with ingame goods (resources, ships, equipments, stations) in the market. Pro players can try the company management, use the other players workpower, pay salaries, and produce the ingame goods. Action oriented players can gather money by looting (as outlaw pirate) or by military service (as official soldier). Finally the ultimate income source is naturally the politics, factions get sales tax from every transactions under their control so there are huge wealth in the hands of faction leaders. And everyone can be faction officer or leader, because they elected by the community in every month. About long ways. Every player get in every day a limited ammount of special resources: dark matter and dark energy. The first make the travel ways faster, the second make suddenly instant travel (space jump), so it is available for every players in a certainly extent, but players who buy special resources can travel anywhere to anytime. For the casual players who used their special resource reserves there are available many ingame activities during their interplanetary ways. For example check the market for valuable margins, or company management for company owners, or faction fleet management for military commanders, or faction management and election campaign for faction leaders, or community building in the forum for everyone, write economic or war plans, or just for fun. Another way if the player own more ship, this means surely more activity. Feel free to ask about the details, most of them are now just in paper and until a complete digital handbook is not done I can show just the details. @menyo Your question is right, but I think it need more than a comment. I make a new presentation about the detailed economic module and I will post here. In my notion there are no need to NPC in the economic module (anyway for example in the action module at faction fleets under the military commanders there are NPC ships as well) because the players produce the resources, transform them to ships, equipments, and stations, take them on the markets, sell their old used ships, etc., so I think the market can be instinct without NPCs. And I think an unlimited supply by the NPCs would counterwork to the formation of a realistic market commerce.
  8. I made a new presentation to help visualize the game concept: http://prezi.com/i4jadbqv_c4-/uni2/ And try to summarize the game features and details in a handbook.
  9. UPDATE Here are the new presentations: Interfaces http://prezi.com/3z6aazrl7dec/interfaces/?auth_key=f392d24f0cdc9a9ad723d985fb91e03149b9600b&kw=view-3z6aazrl7dec&rc=ref-4108586 Galaxy map http://prezi.com/yzw...e2838da6b309b18 Sun-system map http://prezi.com/i4j...sun-system-map/ Economic Module http://prezi.com/5v10tw8g9l5t/unionline-economic-system/?auth_key=b1ea60ff79afca257dbece19ca0f35faf774a908 Hello everyone! I made a basic concept for a new space-fantasy mmo game. I know that this is far-far away from a complete game and it is just the first step, but every way start with a first step, now im working on second and ready to take more. Now I want just share with you the first concept and thanks for all opinions, advices, and welcome everyone who want help improve the concept to go ahead in the way of realization. You can see a small presentation of Unionline Universe in this link: http://prezi.com/qei...f0b0b9214f7e8ab Here is few features which can make this game genuine among the other mmos: The world: combination of space and fantasy enviroment with 20 classical fantasy races (human, elf, dwarf, goblin, orc, troll, kobold, ogre, dragon, imp, etc.) in a sci-fi world The genre: basically a 2D real time action platform which contains rpg, adventure, exploring, trading, economic, governing, and social elements to attract different types of players who can find diverse challanges in the game Main screen: a real huge highly zoomable 2D real time surface, a realistic virtual sun-system with natural scale terrestrial planets and gas giants, and there are roughly 100 similar sun-systems to conquer and rule by players Economic module: based on 5 types of building materials (light gases, metallic matter, organic matter, fissile matter, and noble gases) mined by planets or moons, 3 types of manufactured units (spaceships, spaceship upgrades, and space stations), and 3 types of virtual cash (cosmic coin, dark matter, dark energy) Spaceships and stations: every race has its own unique ships in 4 type (explorer, fighter, cargo, and science) and 3 tier level with 4 types of upgrades (weapons, shields, engines, and special), and there are 4 type of space stations (miner, manufacturer, defensive, and colonial) Social module: There are 5 faction for 20 races with different political system and players can vote monthly their leaders who control the planets, govern the sun-systems, and rule the space empires and manage its economy and army, also there are chat and forum modules to organize the community Other details are in the presentation. Thank you for watching this!