Note: I may not support all these Idea’s these are just some that I came up with in order to possibly spark some discussion.
My idea for an Online version of Orbiter would include: New Time Management, an Economic System, and a hierarchy of “power”, or administrators.
Economy
Market
My idea for an economy would be a sort of free-market, player run system, with little to no NPC interaction on the market place. There would be a currency that you could use to buy certain things such as fuel for ships, repairs, or possibly buy new ships. The way to earn money could come in several ways:
1)Start off with a certain amount of money, and do “quests” for either NPC’s or other players to earn money. So, in a sort, you need to work to earn money. I am in favor of the ability to transfer money from player to player, but the idea of involving NPC’s might be a bit risky and lead to exploiting.
2)Each person has a “job” that they attend. This job is part of a company, and you regularly earn money, online or not. This would virtually eliminate the need for market NPC’s, but it would reward you for not playing the game. I am in favor of having a “job”, so to speak, however this would need to be refined. Maybe have a player run company, like SpaceTech, and it have “employees” that get paid. However, this would have to incorporate a technology system, which I will cover later.
I think the best approach would be a combination of the two, with the ability to transfer money from one person to another (pay someone), and have a job in which you earn money.
Resources
This is assuming we have a “company” system; one way to earn money would be to search for resources, sort of like today. People are mining for Coal and Oil for which they are paid to do. We have some resources, example of which could be:
Lunar Rock (big chunks)
Lunar Regolith (the dust)
Titanium
Metal (a kill-all term for ship material)
H2
O2
LOX
These are just examples, and could be expanded on. However, all the resources would have to be defined internally, which is a bit obvious. Obviously, there can be updates, but this aspect would need to be thoroughly thought out.
One reason I suggested the “Solar Power MFD” is because this would be a critical part in a realistic version of Orbiter Online. Power/Energy would be a critical part resource, and could even produce an “energy monopoly”. How, I have no idea, but with enough resources and time, someone could
Pros to a Market
Gives some sort of purpose
Cons to a Market
Could be overly complex
Hierarchy of Power
“Power” in this section referrers to an administrative, or admin, ability.
Power is a crucial element in EVERY online game. Whether it is that only a special few have power, or no one has power, it has an effect. In a game I used to play, there was a server with multiple people on it, but there were several levels of admin ability. A few people had the power to kick, kill, and abuse the other players. While the abuse was kept to a minimum, it still happened. This, in my opinion, is a form of “client side” power, where a player has the ability to affect others directly. The other form would be “server side”, rcon, or remote console. This is affecting the server settings directly, which may or may not affect the other players. Another example of this is right here, on the forums: there are admins (Tex/Vash) who can directly affect the servers, then there are mods who can use their power on us almost at will (not saying they would, but it is possible). I feel that a form of both of these could/should be implemented in any form of Multiplayer version of Orbiter.
RCON
Rcon stands for Remote Console; it is basically direct access to the server and its settings. Because of this, only the server host and anyone he deems trustworthy should have this. This is the Tex/Vash on our forum. The server settings could include elements such as: date, time, number of vessels, banned IP list, Master time acceleration, etc. Basically all the main environment elements in the scenario would be accessible through rcon.
Server Admins
This might be going a bit far for Orbiter Online, but I might as well bring it up for discussion. The server host would give certain “abilities” to individuals. These are the “mods” on our forum. They could use certain commands to do things to people, whether it be punish or reward. Some “abilities” they could receive are:
Control over a players fuel level
Control over a players thruster settings
Control over a players position
Ban
Kick
Etc.
Like I said earlier, this might be going overboard, but it could cause good discussion.
Community Voting
This I feel should be implemented. The players on the server each get to vote on a certain category such as time acceleration. This is how I picture it working:
One person calls a vote to time accelerate 10x for 3 seconds. Everyone can now see the vote, and they have the ability to A) accept or B) decline. Depending on the server, the number of votes will determine if it is passed or not. The number of votes needed to pass could be majority, 2/3ds, or unanimous.
Pros to a Hierarchy
Allows for power control/server limits
Cons to a Hierarchy
Easily abused
Time
This is probably one of the most pressing issues for a multiplayer version of Orbiter: How to handle time acceleration.
No Time Acceleration
This would be the most drastic choice. This is saying that Orbiters time acceleration ability would be cut, just leaving time to run at its normal pace. This poses an obvious problem: How would I get to Jupiter? The answer is to wait 10 years, or get a very powerful ship. Neither of those are fun, so this option would restrict us to an Earth-Moon system. The benefit however: The players could be off-line for a significant amount of time without worrying about random time accelerations.
Shared Time
This is face’s idea. This whole concept belongs to him.
This idea is confusing at first, but I feel it offers the most viable solution: When a player joins for the first time, he is synchronized with the Server Time. If the player wishes to time accelerate, he/she would receive a message saying “you are going to go out of sync with the server time. Are you sure you wish to do this,” or something to that effect. If the user wishes to do so, then he will be “split” from the server time and enter his own universe with separate planets, separate ISS, separate bases, etc. Other player’s information would not be sent to his computer.
Other players can choose to synchronize with another users time, so in effect, sharing time. While they’re may be 100 people on the server, 3 could be in one time, 5 could be in another, 77 could be in the master. The idea is that this way, groups of people who are docked to the Deepstar, or some interplanetary ship, could all get together and go to Jupiter and be back in time for dinner, while some others could be doing a demonstration on how to properly dock with the station. The “creator” of the new time would be the “administrator” of it, allowing him to speed up/slow down time at his will. The “admin” could abuse it, or he/she could be responsible and ask others. If there is abuse, the solution is simple: separate from the bubble.
Now, lets say I build a base on the moon, and Billy Bob Joe runs the server…what happens to my moon base? If I leave that time, does my base go away? I think the Billy Bob Joe should have the option to sync “my” time with his at any point, which would take all my objects, debris, everything I have done, and put it with the main server. However, this is the only time where bases and non-self ships could be “transferred” from one time to another. Also, I think I should have the ability to make a “bookmark” of my time, so that even if I jump to the Master time, I have the ability to come back to “my time” so all my work is still there.
These are the two major ones I could come up with; I’d love to hear other’s opinions on this.
Technology
This, combined with an economy, would turn Orbiter into an “MMORPG”, and not just an online server.
Concept
The basic concept is simple: Based on several variables, some being sheer time playing, resources, dedication, etc., “technology” could be available to certain individuals/companies. This technology could be used to build more advanced ships (almost like “leveling up”), FTL, moon bases, etc.
Types of Technology
I think that the type of Technology that should be available range from more efficient engines to different systems to full-blown FTL ships. Examples of this, I think, are:
Engine Types
F1 (least efficient)
F2
F3
F4
F5 (most efficient)
Fuel Types
Hydrazine (least efficient)
Kerosene/LOX
H2/LOX (Most efficient)
--We will need more, but these are all I can come up with at the moment
MFD’s
Basic/Tech 1 (Stock MFD’s)
Tech 2 (Aerobrake/Basesync MFD)
Tech 3 (IMFD/TransX)
Tech 4 (LaunchMFD)
--We will need more, but these are all I can come up with at the moment
Heat Shield
Basic/Tech 1 (Need a near perfect re-entry to survive)
Tech 2 (more of the ship is covered in high-heat tolerant materials)
Tech 3 (nearly all of the ship is covered in high-heat tolerant materials)
--There would be more, but this is just the basic layout
The list could go on and on. I’m interested to see what you all could add to this list
How to increase Technology
This may be the most complex part of this Technology system: How are you going to define/research new technology?
I honestly have no ideas on this, so this is open to discussion
Pros of having Technology
Adds to the realism of Orbiter
Can provoke interesting competitions
Cons of having Technology
Creates a rift between the strong and the weak.
Re-write or current
Obviously, some of these ideas aren't currently supported by Orbiter. I think that an Online version of Orbiter should have a separate exe, but use the core of orbiter. By having a separate exe, time sync with the master server and ship choosing could be much more easy and simple. Plus, There's the added benefit of not having to modify the Original launch pad
Feel free to shoot down/support/modify any of my ideas!
~Kaito