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Posted
chances are good that as long as you dont have to grind on mobs of space monsters to 'level up' you will have a popular game, since that is what people want -no grind

 

il check out your website ; probly wont be of much help but ideas are a special thing

 

There are actually only minor elements of RPG and Adventure games in Pirate Dawn and that was done on purpose. Although "levels" do exist, and there are "skill points", this is really only important at the lower levels which are easily and quickly attained. After that, the "levels" in Pirate Dawn don't work anything like a traditional RPG. In Pirate Dawn you have both an "Experience Level" and an "Alignment" and both values together reveal much about a player. When you target another player with the targeting system you receive information about a player such as his or her name, corproate/cartel affiliation, Experience, and Alignment. The way that Alignment works, you can only have a high alignment if you destroy a lot of enemy ships and don't die as often in return. Experience is simply ac!@#$%^&*ulated through a player's encounters with "random events" (which essentially covers all AI within Pirate Dawn). So Experience essentially reveals how active a player has been in the game, while Alignment shows how aggressive (and dangerous) a player is. Some players may even seek to intentionally keep both values low, in order to "maintain a low profile" and not draw as much attention too themselves. Which brings us back to the beginning, the fact that it can be desirable to intentionally maintain low values in both Experience and Alignment is why the system is designed as it is, and only the first few levels are of any real importance to the "character" (i.e. only the lower levels give skill points).

 

The entire system results in a "you are what you do" feel. !@#$%^&*les are earned at various milestones of Experience and Alignment. So when you target a player you will see their raw values for experience and alignment, but you will also see their !@#$%^&*les. The !@#$%^&*les have been devised to often, but not always, work out into a decent sounding "description" of a player type. So, for example, your Experience !@#$%^&*le might be "Ace" while your Alignment !@#$%^&*le is "Pirate" and any player targeting you reads "Ace Pirate". It doesn't always work out to such a cool sounding !@#$%^&*le, but this system does a very good job of giving the game a "you are what you do" feel. You never pick "I am a Pirate" or "I am a Trader", you simply play the game however you wish to play it and you will usually wind up with an appropriate !@#$%^&*le for what you are doing.

 

I'd really like to have at least a couple dozen Subspace players participating in the forums before I even bother telling other people. If you read the design do!@#$%^&*ent and are into the game, come by the web site and start asking me questions about it or suggesting improvements. As soon as we have a discussion going others should start to join in.

Posted
add swords or im so not in

 

One of the beam weapons slightly resembles a light saber...

 

:-)

 

Hopefully some of you are actually reading it, I'd really like for the forums to start out with at least a couple dozen Subspace players.

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