Original Post
We're used to combining objects. Is it too cerebral to combine concepts in order to gain special abilities? In the sci-fi RPG hybrid I'm working on you can run your own starship or get a position on a larger one run by NPCs, either in single player or multi. As a non-combat activity, one very intriguing idea that alot of great posters here have been raising is the ability to work on some sort of project. The type of vessel you serve on determines how much spare time you get and what stimulus you get for your project. This limited spare time can be used walking around decks, using equipment to skill up, allying with NPCs, misbehaving [grin] or working on a project. Projects would theoretically be no different than item creation. Normally, if you want to create an item you need components + resources + skill tests to put them together. Projects would instead be created by info + time + skill tests. Here's how it might work: General Knowledge As Points Whenver you talk to an NPC, read a book, use equipment or scan the datanets you may get knowledge which later helps your projects. The knowledge falls into very broad categories: Mysteries - Predefined or semi-randomly occuring mysteries in the game Tech Leveling Up Your Project Once unlocked, each project requires an action, an analysis test, a simulation, or a skill test to complete. Improving combat infiltration, for example, might require 10 successful timed combat simulations of X difficulty and 2 security analysis tests. The result might be +10% stealth when using a group smaller than, say, eight to infiltrate hostile territory. Breaking the max interstellar jump distance, OTOH, might require 30 scans of space and 25 jumps in different regions of space, 10 analysis tests, and 5 simulations. You may not know how many tests or actions a project requires. Solving the mystery to why people never come out of a 3000 light year region of space might be listed as: "? Scans, ? Jumps, ..." Projects Are Scavenger Hunts When you're acquiring General Knowledge, you either get the knowledge or get a reference of who to talk to. Bars, universities, spaceports, slums all have NPCs. Planets offer animals, plants and ruins to scan. Space offers debris, comets, stars, regions and planets. Misc. Status, fame and fortune go with unlocking projects. Higher projects require other lower projects to be completed first, but some can be skipped (tech tree again). Sleeping can boost knowledge, unlock project requirements or even unlock projects early. (Sleeping is mostly optional and also serves to allow you to level up your skills via your implant). Higher projects may require experimental equipment, facilities and computers. You can become a target of attack, kidnap or bribery as a result of your projects, as can your facilities which hold them. Thoughts?
- Starship Engines
- Hard Science
- Military History
- Local Culture
- Siegers (monsters)
- Politics
- Sports
- Music
- etc., etc.
- Tactics and Manuevers
- Combat tactics (infiltration, bombardment, fleet combat, etc.)
- Diplomatic tactics (negotiation, threat, extortion, etc)
- Engineering tactics, medical tactics, etc., for all career options
- Unsolved Crime - Would require X pieces of evidence to be successfully skill tested in order to identify the victim, the motive, the means and / or those involved
- Explanation - Reveals why dangerous or strange things happen in certain regions of space, whose effects are normally hidden, like "Silent Poison + Insanity In 3 days" which would explain why people suddenly die 3 days after visiting a planet
- Refinement - Change the stats of a tech template, which is used to create new items
- Theory - Gather X pieces in a scavenger hunt and subject them to tests in order to advance your home empire's tech level