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Are there NPCs?

Yes however unlike most games, Non-Player Characters (NPCs, or AI Characters) are consumers not producers. In other words, they will not normally introduce anything into the economy. There are some exceptions to the rule, starter faction epic missions for example. These special missions may give the player a faction specific item that may or may not have some specific purpose or value. 

 
Explain the Economy
Origins economy is unique. It's based more on barting than on money. Yes, there is money in the game but not in the sense that you think. In Origins, currency is just another commodity like gold, silver, ore, machine parts, etc. Factions print their own currency and distribute their currency via faction missions. A faction will only accept it's own currency. The players, not the game or the game masters, will establish the currency exchange rates. Yes, a player may be permitted to accept missions from a faction other than their own but only if the other faction permits it via the faction political system.
 
What are factions?

Factions represent groups of player characters. Every new character will start in a starter faction. Starter factions are those factions mentioned in the story line. Factions may have smaller groups of characters called squads composed of faction members.  Every squad, having a sufficient number of members, will have the option to charter their own player owned faction (factions created by and controlled by players). 

Origins is stepping out of the norm by providing an extensive administration tool set never seen before in other MMO's including:

  • Manage faction members
    Admission, Squad Formation, Ranks, Security Clearances, and more.
  • Manage Faction Offices
    Organizational Chart, Member Assignment, Office Responsibilities, and more.
  • Manage Faction Relationships with other Factions
    Political State, Privileges, Fees, and more.
  • Faction Mission Management
    Create missions to progress your faction and members.
 
What about the mission system?
Origins missions system is very unique. Unlike other games that use AI or Game Masters to write missions, the players will  write missions for other players. The player can issue cargo missions, combat, exploration,  resource gathering, building, etc. The mission system plays a key role in player advancement. It is possible to play the game without using the mission system however the players character will not be able to advance.
 
What's unique about Origin's Resources?
Unlike most other games, Origins resources do NOT regenerate. Once a resource has been consumed it's gone forever and the player(s) will need to explore to find more resources. For example, an explorer locates and asteroid; sells its location (or tells his player faction); the asteroid is mined; and when the asteroids is mined out it's gone forever never to return. This compliments two parts to the game; exploration and PvP. Explorers will need to keep exploring for new  resources and PvPers will need  to guard (claim) the resources found.
 
What about exploration?
Exporation .is the primary reason we made the universe so large. One of the most depressing aspects about most space games is that the universe is fixed in size and resource. When a player first begins  playing a space game the universe is an unknown, exciting and intriguing. However as the player explores about the universe becomes known and eventually the player knows everything. This takes the excitement away from the game. In Origins, this isn't so. The game is so large that you can explore forever (but there is no guarantee you will find anything). Furthermore, with Origins different approach to resources, some space will need to be re-explored (or re-surveyed). Exploration is a key role in Origins and the information gathered from it will be very valuable.
 
How will the game feel?

Origins will be the largest online universe ever created online for an MMO. It will employ concepts from other games and some concepts that have never been tried. Origins will be a mixture of Jumpgate/Allegiance/Eve all wrapped up into one. The flight model will be a psudo real space physics enviroment. The fighter type single pilot ships are flown in first person (Jumpgate, Privateer, Wing Commander, etc) while capital ships, and some economy type single pilot ships are flown in third person (Eve).

 
How big is the universe?

The Origins universe is massive. Matter of fact, the universe is so large that no one can fly across it in a real life time. It is not inconceivable that the game will never be fullyexplored. A players position in the game is: Quadrant; Sector in the Quadrant; Position in the Sector; or Q/S/P. Currently, a single sector is 500KM accross. Each quadrant is about 1 million sectors. There are 999 billion quadrants in the game. As you can see, the universe is quite massive.

 

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DevLog Update 4/2008
Written by Smaggler   
Saturday, 26 April 2008
Welcome to the second update this year.

As I stated before many things have been moved out of design and concept and as you can see by our website improvements have been moved to the coding stages.

People are slaving away on graphics, code implementations, and final touches on gameplay. Testing has been rigorous and we continue to work on producing the most quality game we can give you.

The game master tools and player tools are being ironed out just what can our players/gms do to the world?? We'll know more in the coming months.

Back to the slave mines with all of us!

-Smaggs
Last Updated ( Wednesday, 23 July 2008 )
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DevLog Update 1/2008
Tuesday, 08 January 2008

We're quickly closing in on getting an actual game out folks. And believe me the wait is worth it. We're still refining a few things and getting mechanics ironed out but we've got the core of the game complete. There is always media (art/concepts/sounds) to be done but we're working diligently and have an awesome team behind us.

For those of you keeping an eye on other titles such as Evolution and the like I can guarantee you we will not be a carbon copy of those games. Project O will be a much different experience and much more detailed experience for those people who truly like building empires ala X3: Reunion and the like.

We only have 2 major systems still in the design & concept stage the rest have been moved to implementation and are being coded as I write this, and we'll have a kickass storyline and storyline GM along the way as well.

Sit tight folks its going to be a fun ride here soon enough!

-Smaggler


Last Updated ( Wednesday, 23 July 2008 )
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DevLog Update 10/2007
Thursday, 25 October 2007

Hey all,

We're still busy beavers around here. We've just recently added another modeler/texture/artist person and coder, we'll hopefully be building on that in the next couple months.

We're almost completely out of the design stage and are actually coding/drawing/texturing things in place so we're make some real headway.

-S

Last Updated ( Wednesday, 23 July 2008 )
Read more...
 
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