killian ae said:I don't think that we should be putting are ideas for games on a gaming website. Chances are someone who regularly visits this website will most lightly get involved in the game industry. And he or she(probably he) might subconsciously steal your idea with out knowing it. Or they may just rip you off ether way someone's getting sued.
I like "Intellectual property is imaginary."Nightcraft66 said:And the person's dream game will become a reality? I see no problem here.
All ideas are public domain my good sir.
Seriously, killian ae? Search 'Erin Hoffman', read her articles, this one in particular [http://www.escapistmagazine.com/articles/view/issues/issue_221/6582-Why-Your-Game-Idea-Sucks], and try again.
Since you'll probably TL;DR I'll paraphrase.
It's unlikely that a post here will represent 600+ man hours of work from you.
An actual, working, polished game will require more than 10,000 hours of work each from a team of 5, minimum.
If they put in that sort of work, it's their game.
If you don't like that, pull your thumb out and do the work yourself.
Simple.
So, in the interests of improving gaming in general, I offer about an hour of contemplation.
I would build a rp space-sim game, based around the 'Pride of Chanur' [http://www.cherryh.com/www/univer.htm] series by C J Cherryh.
The main character is Hani, a feline race whose male population is considered too flighty, distractable and emotional to be effective space traders. No gender choices in this game.
Trade (and the majority of gameplay) occurs at space stations where a number of races interact peaceably, about 8 different ones from memory.
The game begins when a new race (humans) enter the political arena. The characters find themselves in 'possession' of the only known human, and are beset with political intrigue as various powers seek advantage from this possible shift in the balance of power.
The Ma'hendosat are looking for the best trade deals, the Sshto are looking for protection, the inexplicable methane-breathing Krryn are worked up about something and the Kif are... interested.
And they all want a piece of your 'cargo'.
When the player realizes that 'human space' is as large as the known space of all eight races, and that humans have been in a three way civil war for the last century, things should get exciting. Especially if they have become friendly with their disgustingly furless passenger.
Gameplay; as I said before, you mainly see the inside of space-stations, the inside of ships, and the occasional planetside tradeport. You will have to go before the Han (the equivalent of a planetary senate) at least once in the game.
Stationside/plantside will be 3rd person shooter style combat/npc interaction/trade and mission hubs.
Space simulation will focus mainly on navigation issues (best route/min fuel) with space combat occurring at a one step remove. This means that you perform combat through tactical displays only (imagine fighting from a submarine) rather than an imaginary point external of your craft.
If there was a multiplayer option, it would simply allow other players to fill roles within the ship (max 4), so all players would be limited to where the ship was currently berthed.
The main character is Hani, a feline race whose male population is considered too flighty, distractable and emotional to be effective space traders. No gender choices in this game.
Trade (and the majority of gameplay) occurs at space stations where a number of races interact peaceably, about 8 different ones from memory.
The game begins when a new race (humans) enter the political arena. The characters find themselves in 'possession' of the only known human, and are beset with political intrigue as various powers seek advantage from this possible shift in the balance of power.
The Ma'hendosat are looking for the best trade deals, the Sshto are looking for protection, the inexplicable methane-breathing Krryn are worked up about something and the Kif are... interested.
And they all want a piece of your 'cargo'.
When the player realizes that 'human space' is as large as the known space of all eight races, and that humans have been in a three way civil war for the last century, things should get exciting. Especially if they have become friendly with their disgustingly furless passenger.
Gameplay; as I said before, you mainly see the inside of space-stations, the inside of ships, and the occasional planetside tradeport. You will have to go before the Han (the equivalent of a planetary senate) at least once in the game.
Stationside/plantside will be 3rd person shooter style combat/npc interaction/trade and mission hubs.
Space simulation will focus mainly on navigation issues (best route/min fuel) with space combat occurring at a one step remove. This means that you perform combat through tactical displays only (imagine fighting from a submarine) rather than an imaginary point external of your craft.
If there was a multiplayer option, it would simply allow other players to fill roles within the ship (max 4), so all players would be limited to where the ship was currently berthed.
If I couldn't get the rights to use C J Cherryh's material, I'd build a game with a 'Syndicate' style background (Corp. vs Corp.) where the player was the "Head strike team trainer". The main interaction is FPS squad based. The player creates training missions with a simple editor, and leads the team though the missions. This process is used to refine the AI scripting of their team.
Server missions are released at random and have an operational time limit. Teams are assigned to server missions, but have limited player interaction. No FP, maybe some radio chatter, possibly some limited map interaction. The premise is the player is too valuable to compromise for these missions, and remains off-site.
Each player that chooses a mission will have to compete with every other player that has decided to attempt that mission, as well as the base mission assets. Player progression and ranking are only available from server missions. Team stats are improved based on their individual performances, so winning a highly contested mission will improve your team more than winning a base-only server mission.
If your team gets destroyed, you train a new one. Unlocks could include map editor tools as well as the standard equipment/skill unlocks. Corporations are good tabula rasa, you can make them mean anything you like...
Server missions are released at random and have an operational time limit. Teams are assigned to server missions, but have limited player interaction. No FP, maybe some radio chatter, possibly some limited map interaction. The premise is the player is too valuable to compromise for these missions, and remains off-site.
Each player that chooses a mission will have to compete with every other player that has decided to attempt that mission, as well as the base mission assets. Player progression and ranking are only available from server missions. Team stats are improved based on their individual performances, so winning a highly contested mission will improve your team more than winning a base-only server mission.
If your team gets destroyed, you train a new one. Unlocks could include map editor tools as well as the standard equipment/skill unlocks. Corporations are good tabula rasa, you can make them mean anything you like...
What's with all the issue of limiting ammo and types of weapons you can carry. Give me your burly space marine (Halo, ME, Vanquish, oh, the list goes on) and I'll give him a nanite armory to die for! Sure, you can have the speed boosts, strength and invisibility a la Crysis2, but why limit it there? Here's a gun that will transform into whichever platform you feel most effective for your situation. Shotgun? No worries. RPGL? Coming right up. Multi-barrel gatling laser blaster? Sure thing.
If you have the appropriate blueprint chip.
Ammo problems? Your armor and ammo are interchangeable. Going the frontal assault? You can weight your armor for greater front protection. Beating a retreat? Same deal for the back. Need cover? Modern weapons go through natural materials like a hot knife through, well, milk but you can create your own reinforcement, basically leaving an extra bit of suit in the way.
Running out of nanites? The enemies materiel begins to self destruct once they die, but some can be recovered if you are quick. The suit converts natural materials (the environment) to nanites, but it takes time and the materials can be exhausted. This mechanic can be used to destroy walls and floors. Fresh areas increase nanite production. There's always the secret nanite stash.
The nastiest thing on the battlefield, apart from you? Nanoviruses; anti-nanites.
If you have the appropriate blueprint chip.
Ammo problems? Your armor and ammo are interchangeable. Going the frontal assault? You can weight your armor for greater front protection. Beating a retreat? Same deal for the back. Need cover? Modern weapons go through natural materials like a hot knife through, well, milk but you can create your own reinforcement, basically leaving an extra bit of suit in the way.
Running out of nanites? The enemies materiel begins to self destruct once they die, but some can be recovered if you are quick. The suit converts natural materials (the environment) to nanites, but it takes time and the materials can be exhausted. This mechanic can be used to destroy walls and floors. Fresh areas increase nanite production. There's always the secret nanite stash.
The nastiest thing on the battlefield, apart from you? Nanoviruses; anti-nanites.
That's what SageSays.