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Thanks for posting this. I am at work on an Asteroids-movement style MMO mashup with Elite. There will be "weapons lock" but there will be aiming and positioning as well, so dodging will be key.

Players will be able to design their own ships, which will have performance determined by their shape, and placement of components within. (So, the more wedge-shaped your ship is, the more armor value it has for shots from the front, but the slower it can turn because its structure is less robust. Also, the longer your laser-tube is, the better range it has, etc.) This will happen in a procedurally generated universe containing in excess of 2^128 worlds.

I'm doing this as a study in emergence in games. I want to implement an MMO where mindless "keyboard macro" grinding is totally absent. Wherever possible, we will replace a boring grinding mechanic with something akin to optimizing or micromanaging in an RTS or 4X. What's more, the optimizing/managing mechanics will actually be emergent themselves, building on the ability to write scripts for almost everything in game. (These will run on the server, so the user can license their scripts to other players for in-game money.)



Factions!


Any owner of a Warp Gate installation will constitute a faction. Players will earn micropayments for use of their jump gate. The "Winning" faction will be the one controlling the most jump gates. Jump gates will require considerable exotic resources to maintain. Falling behind in jump gate maintenance will cause ownership to revert to the Precursor maintenance bots.




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