This actually isn't just an idea, but instead I have almost complete concept for this game ready.
It's hard to explain all the things I have in mind. Basically it's Interstate '76 meets Elite made MMO.
But I also have planned skill system (30% EVE Online skill system, 30% Ultima online skill system 40% of my own ideas), combat system (some parts from existing combat systems but mostly totally new), some ideas for the game world, mission system (combination of several things seen before and also some new ideas), ideas of how to create the cities, Car customization, damage system (this is completely new and very complex but still coherent), targeting system, ideas of what there is to do in the game and also some basic ideas for the crafting system.
The basic idea is a post-apocalyptic world similar to Interstate or Auto Duel, where players roam the areas between cities with their cars (airspace is strictly goverment controlled).
There's only few of the basics for the game, I created a section to my personal webspace, where I keep adding stuff about the game all the time.
link.
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They made this game already. It was called "Full Auto" and it more or less failed.
1) Full Auto is a X360 game, which while being automotive combat, still has basically no car customization and is only collection of sigle player races. There is no point in comparing it to this idea.
2) If you have to compare this with console, single player car combat game, why don't you choose Twisted Metal series? It's much better than Full Auto, Altough it still has nothing in common with the concept I have in mind.
3) Much better choice for comparison would have been Auto Assault, PC car MMORPG, which miserably failed, but then again, if you have read anything I've written, you'd realise this game has very little in common with Auto Assault.
There are some logistics issues that need to be addressed. First, you need a business model (servers aren't free, and every MMO game needs at least one). Second, you need to carefully explain the re-playability of the game. MMOs are different from other game genres in that with every other genre people are expected to get tired of the game eventually and move on. That can't happen in an MMO. That should be taken into account in the business model.
For example: part of the business model of any MMO is time. How long does it take to get from point A to point B, how long will it take to get object X, etc. These things affect the amount of income from a subscription based MMO. Alternatively, you can sell virtual items - in which case I would suggest keeping travel distances similar to GTA.
Just try to keep in mind that games are basically made out of money, MMOs even more so. The more money you have/can get, the bigger/better the game.
Forgot to add the reason why players will need money for.
No item in game is forever, items have mileage and sort of cumulative damage, which forces you to replace worn and/or damaged parts. This is one of the ways to keep the economy fluctuating and money moving. Too many MMOs suffer from having constant inflation, players keep getting more and more money, with no ways to spend it, I tried to evade that.
I ment "Auto Assault" my fault.
Excellent point made. I had partly taken the economic part for granted.
I have made some thought about replayability, by adding varying mission trees.
I have thought something to the direction of EVE online to create longevity. In EVE, people keep doing the same thing over and over again, but the still they keep doing it. I don't know exactly what makes this happen, maybe it's the fact that you can never have enough money in game. That's why I have thought of this stock market system, so you could speculate with stocks, but for that I would need help from an economic expert. So basically, when you strip levels, replace them with skill system that you can't hasten, you are left with money and having money and making more money is part of what this game would be about. In addition to PvP, exploration and having fun.
Will this be a free MMO? Ideas for money-sharking= limited pieces and covers for your vehicle not adding to stats(in true Nexon form =P), teleportation goods, super-limited items(pre-pay ahead a few weeks/month so as to ensure availability and no one else will have it, also ensures the buyer's commitment).