I'm going to glaze over a lot of the engine-specific ideas, because @faraday's got it covered and I wouldn't know what I could add to the conversation except --
-- yeah, damn right! Uh -- yeah.
@tat said in Mass Effect MU*?:
Are you envisioning 'biotic' as the skill and specific attacks/abilities as weapons?
Two questions here. I see "Biotic" as an Action Skill, just like Melee and Firearms. When you talk of specific attacks/abilities, I presume you mean things like "Carnage" and "Marksman." Unfortunately, I don't see a place for those specific powers on the game, but FS3's combat has things like "aim" and taking aggressive combat stances that serve as a substitute. With my custom system, I had those abilities in there, but I'm willing to sacrifice it for the wondrous combat engine.
That said, if there were a way to code it easily? I'm all for it.
I think there's a thin line between simplifying the gameplay and losing a lot of the flavor of what makes ME fun for a lot of people.
I'd like to think that what makes ME fun is one of two things: (1) the fast, FPS action; and (2) the interesting setting. I don't think a MUSH is going to be able to compete with the real game for (1), but it can get a bit deeper for (2) due to its nature.
If I weren't on board building a different game, I'd be all over it. I'm pretty sure people will hit me over the head if I take on two, though.
Depending on the timeline, maybe you could come on board when it's all done. There's a lot to be said about planning, and I'm a planner.
@godot said in Mass Effect MU*?:
Particularly interested in the kind of incentive @Ganymede 's planned resource system would give players.
So, I think @Sparks had this concept, but I was working on something similar and I don't mind stealing good ideas (as long as credit is given).
For the games I've enjoyed, one of the things staff did with code, participation, or stories is get you, the player, to feel like you're affecting the environment. As a casual gamer, it can be difficult sometimes to find 2 hours to play through a good scene or get involved in a PRP. It's a sucky feeling being on an awesome game, but never being able to really sink into it because you don't have the time, or the popular times for the playerbase are outside of your available times.
But there are games out there where, if you even have 20 minutes on a day, you can have some involvement. On Arx, you can learn secrets and pass them on for a price. On Requiem for Kingsmouth, you could assist territory-holders in defending their borders or taking over other territories. You just needed to be present for a roll, or to plug in a command. And that's it: you've made a meaningful contribution without having to spend hours on end.
A group resource management engine can do this. It manages not only commodities and currency, but also time.
In the case of this game, the Company (I'm going to capitalize it because it's special) is the focus. PCs go on missions (PRPs) for resources or credits. PCs can individually devote time (as the only renewable resource in the system) to obtain resources and credits. Resources and credits are used to fund projects, to which PCs can devote time to accomplish, or to purchase other resources and necessities. Or to craft them. Finishing assignments from NPC Company Heads may increase a PC's status. Or time can be used to train and gain XP.
It's really just a commodity tracking system. I'm not sure where to begin to code it, but I don't think it would be as complicated as a combat system.
Why is this important? Well, suppose you played a doctor for the company. You'd probably be sucky at combat, and only brought along to do some occasional healing. But that doctor could also use her time to research, develop, or improve the company's medi-gel efficiency, which might increase how much a medic-type can heal with the 'combat/treat' command in the combat engine (it would require staff to tweak the command a bit, but so be it). All of a sudden, your doctor concept becomes very important to the team because you're the one keeping them in the fight. Or maybe your technician innovates and improves a weapon.
And so on, and so on.