Orbiter brings the future into the present!
"When and If Orbiter gets Multiplayer,
What would you like to do or be able to do?"
What a nice topic!
I will adress this subject,
not solely under the light of Online Multiplayers,
but rather in the perspective of future developments to Orbiter.
Because Orbiter should not trade its complexity
for accessing Internet Online Multiplayers realm.
First;
The viewpoint ought to embrace a broader picture,
And in this case it is the entire universe (as navigable space).
Therefore, lets start by a galaxy standpoint! (star systems)
I am not really in favor of "exporting" any sort of "economic system"
into space. This is something that installed itself on the Earth,
in its particular context. And since it brings all sorts of
problems which are not really interesting to deal with,
lets learn from our mistakes.
Cooperation and collaboration are a lot better
than competition and ownership!
That being layed down;
- For depicting reality, the physical structures has to offer interactivity.
In "Orbiter Universe"; physical structures are Bodies Of Influence
(Natural Objects). Meaning all sorts of things that are found in space.
Suns, planets, moons, asteroids, meteorites, dust, etc.
All these things have an influence and are under the influence of other's
(gravity).
Right now, each of these physical structures (bodies of influence)
are dead, innert, static.
In the future, these Natural Objects must hold or contain
Specific Characteristics. Like components, matter, substances,
constituents, elements and a corresponding active environment.
So, when you have reached any of these planetoids,
you can actually scan and discover what kind of "properties",
attributes and characteristics are there.
1-
And then, some particular apparatuses could be installed
(above or on the ground) for gathering and transforming
elements into resources (nutrients, energy, material).
This would give a purpose for installing ground bases
and/or space stations...
Because, the simplest space station requires maintenance.
Vessels and crews need constant support and supply.
This part involves basic knowledge about geology, minerals, gases, etc.
2-
The "corresponding active environment" must be dynamic.
Meaning some particular components to planetoids
are producing very distinct effects. Like corrosion,
or magnetism, for example.
If a vessel gets close to a planetoid which has a strong magnetic field,
its instruments will be affected.
Or if a vessel tries to land on a surface envelopped
in a corrosive atmosphere, damages will result.
Even some sectors could hide unexpected "effects";
Singularities, some positive, others negative.
In this context, communication relay stations could not be installed
just anywhere.
This would give purposes to exploratory missions and rescue missions...
This part involves basic knowledge about physics, and chemistry.
3-
Atrificial Objects, which has no influence whatsoever
(Vessels, Components, etc), they must respond to contact,
collision with other objects. And repair must be done afterward.
Atrificial Objects (Vessels, Components, etc), must be able
to maintain communication with a Central Space NAV Control,
via a network of satelites (SatComm).
Otherwise they are lost and require rescue!
Which network has to be installed and maintained.
Whormhole Gates must require energy to function, and a standard crew
to operate. Both these demand constant supplying,
otherwise they cease to function.
4-
Interactivity with other Users (AI or eventually other persons via internet),
would establish itself on sharing information, on providing/exchanging
services and/or resources.
The general goal would not be to gather the most gold,
nor to possess the most ressources, neither to destroy your neighbour
or anything that sort.
But rather to perform at establishing a well organised
and functionning space fleet.
Conclusion
Much like any Role Playing Game (RPG), or SimCity (Maxis),
or even Alpha Centuri (Sid Meier),
the "Orbiter Universe" would present much interactivity.
Thus, the potential becomes practically limitless.
The innerent complexity to Orbiter must be respected and even enhenced.
Because, this is a simulator which is worth being called one!
And, for once, this is for adults (mature people).
*As a final word;
I would like to outline the remarkable work of BURCHISMO!
His entire space operation fleet system is absolutely marvelous.
Everything is coherent and very simple,
yet extremely detailed and dynamic!
These are awesome to work with.