National Security(long)

Discussion of uses of MV3D including Virtual Worlds or MMORPGs.

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National Security(long)

Postby RTWfreak132 » Sun Apr 13, 2008 8:30 pm

Ive got an Idea about a game I would like to work on. It's kinda a hybrid of 1st person shooters like Metal Gear Solid only with global strategy where the players play a role in the creation of the maps. it would require an in-game map generator but small factory size maps. I want it to center around corporate/government/private level espionage and politics. Players will be encouraged to build agencies(like guilds), some will be government, some corporate and some private(like gun or drug producers/smugglers. Much of the game will be played in various cities around the world, they could even be fictional if an in-depth world history could be made.

Here is what I've come up w/ so far:

Studio Goal:

Game Concept:

I. Storyline:
“I remember once, hearing my father and mother speaking when I was a little boy. They were talking about god and the church, which one I don’t remember, but it ended with a simple statement by my father ‘most of the prophesies in the bible have come true, the end is com....’ that was the last words I remember him saying.”
“Then it happened, a blinding light so intense that it lit the whole sky for miles. Almost immediately my parents ran outside to see the enormous mushroom cloud caused by the thermonuclear explosion. It wasn’t the only one, either. For the rest of the night, and on into the next day, numerous flashes of light were seen across the ever-darkening sky.”
“In the morning, my father left me and my mother to search for the answers to questions he and my mother had stayed up all night asking one another. He said he’d be back in a few days… He never returned”
“Then came the cold. A nuclear winter.

II. Players

1. Character Classes: base classes include politicians, financiers, covert agents, computer specialists, and operations specialists. Players will receive a persona for all base types except politicians. Personas are further specialized into professions, each with a unique skill-set designed to fill a particular role within a player organization.

Politicians are computer-controlled characters that can be coerced or persuaded into serving the players interests. Politicians differ depending on government type and relative importance.

2. Character Attributes: Attributes determine a personas ability to learn and master particular skills within a subclass and can even modify how well a persona performs various tasks. Attributes include: Intelligence, Agility, Wit, Charisma, Charm and Perception.

Intelligence: determines a character ability to understand abstract information, his aptitude to employ or understand strategies, and his ability to learn languages.

Agility: determines the speed of a character while crouched, the accuracy of fired weapons, and their ability to scale walls and/or move in a covert manner.

Wit: determines a character’s ability to manipulate conversations for the purpose of gaining information or denying information to others.

Charisma: determines a persona’s ability to persuade others to perform an action, accept an idea or lead a group.

Charm: determines a persona’s ability to reduce a character’s guard, gain intimacy, and seduce or confuse a character.

Perception: determines a persona’s awareness within an environment, or the amount of information gained through observation.

3. Character Skills: Skills determine what types of actions a persona can perform. Some actions may require a single skill or multiple skills depending on its relative effect. Learning and mastery of skills happens over time and doesn’t require any active participation by the player, however, only one skill may be learned by a player at a time.

4. Character Assets: Characters gain money by serving within an agency, conducting independent money-making operations, or both. Money gained through agency service depends on the highest position attained by a persona. Independent money-making operations include: selling produced or stolen research, equipment, and resources. In some situations information may be sold or characters may create independent privately owned businesses, which provide services to agencies for a price.

Money may be used to purchase equipment or services from other players, to create, upgrade, and maintain facilities, or to hire computer-controlled characters.


5. Agencies: Agencies are organizations created to serve a unified purpose. Agencies may be either computer controlled, player owned, or both. All agencies have some form of hierarchy, own and operate multiple facilities, share intelligence, and conduct strategic operations.

There are 4 types of agencies to start with: Government, Corporate, Private, and Terrorist.
Government Agencies: These agencies are approved and funded by governments around the world. They thrive in highly stable governments where popular support for their political leaders is high.

Corporate Agencies: These agencies are approved and funded by large corporations. They exist to perform various tasks for their corporation in order to help it expand and maintain profits. They also thrive in highly stable countries, which is necessary for commerce.

Private Agencies: These agencies are private and therefore don’t need approval. They use profits from their operations to maintain their facilities. Typically, these agencies produce and distribute drugs, weapons or other goods on the black market. Sales of these goods usually are best in unstable countries that lack security and have high demand.

Terrorist Agencies: These agencies are funded by private benefactors who wish to destabilize countries for political, economic or private reasons. These agencies thrive in unstable countries that are uneducated and lack security.

III. The Environment

1. Countries: In National Security, the largest organizations are countries. These represent a unified culture that encompasses an area of the map. Countries have a form of government, usually multiple cities, and an infrastructure full of politicians, employers and employees. Each country has trade goods that are imported and exported, which allow for relationships between countries and specific interests in foreign countries.

Each country also has one capital city. In addition to the standard types of facilities, capitals will have government buildings and homes for politicians. In order to protect the nation’s politicians, capital cities have larger law enforcement organizations and additional security measures that may or may not exist in non-capital cities.

2. Cities: Cities are the hubs of political, economic and social activity within a country. In National Security, cities are the main environment for players to conduct both strategic operations and intelligence gathering. Therefore, cities are large, complex ecosystems that provide the infrastructure necessary to maintain a large economy.

Each city can have administration, research, production, distribution and retail facilities. Although it is possible for facilities to be privately owned, most facilities will be part of some organization’s infrastructure. In order to maximize profits within an organization, it is necessary to have at least one facility of each type, although, it is not necessary for them to be in the same city. Additionally, there are outlets for entertainment, leisure and illegal goods.

As with any city, there is a mix of legitimate and illegitimate establishments throughout. While legitimate businesses must be easy to find, illegitimate ones are likely to be covert and, therefore, more difficult to uncover. As a rule of thumb, you can assume that the more vital an establishment is to an illegitimate operation, the more covert and secure it will be.

IV. Strengths and Government Interests

1. Types of strength: Generally, there are 4 types of strengths that quantify a country’s overall health within the international community. These types are: Political, Economic, Military, and Demographic. For each type, there are multiple factors that contribute toward its strength rating. In order to maintain the Nation’s Defense, it is in a country’s interest to protect anything that contributes toward its overall health and security. That includes anything that is a significant factor of one its four strengths.

2. Political Strength: This refers to how a country is perceived by the international community. In order to determine this, a diplomatic relationship rating is used to reflect how well countries are perceived by each other. Political strength is an average of all diplomatic relationships ratings.

Diplomatic relationships are important in National Security because they are the largest factor in determining how likely foreign governments are to form agreements with each other. Protecting these relationships will likely be in the political interest of your government.

3. Economic Strength: This refers to a countries ability to provide resources to a population. In reality, economies are very complex and very difficult to understand. In National Security, however, economies are simplified enough to make economic interests comprehensible to all players and not just elite economists.

a. Resources: There are four major types of resources: energy, metals, food, and wealth. At the start of the game, each city will have a limited number of resources that it has access to. These resources will require a refinery, which produces a refined product.

V. Covert Operations: These operations are the heart of game-play in National Security.
RTWfreak132
 
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Re: National Security(long)

Postby SirGolan » Sat Apr 26, 2008 4:15 am

Hey,

This looks like great stuff. I suspect you'll want to be watching for some content creation utilities that I'll be working on which should make allowing player created areas easier. The idea is to use pre-fab pieces that fit together.

Mike
SirGolan
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