I am a videogames developer who currently works for a popular browser based role-playing company in the UK. However a colleague and I have long been discussing our own idea of a videogame that we would like to develop as a separate project, eventually as our own videogame product. I have long been a fan of the Orbiter engine and have wondered how successful it could be, used as a videogames engine.
The idea is large-scale and for that reason this engine might be a worthwhile test bed. I would like to know how possible it might be to develop the following ideas using this engine. The idea consists of two teams or factions, with potentially between 10,000 and 1,000,000 players online at any given time taking part in a galaxy scale simulated war. This war would be fought by and conducted by the players themselves from long complex planetary battles that incorporate orbital engagements, right up to deep space naval battles that occur over a potentially large number of systems at once in real time.
A demonstration of our idea with the Orbiter engine, has been a part of our discussion. The proof of concept we had envisioned was a planetary invasion. One faction holding control over a planet with a naval force in orbit, and another faction attempting to destroy the orbiting planets naval force with its own, coupled with a ground invasion force whose mission it would be to take control of the planet. Navies might consist of a few extremely large-scale capital ships per faction (approximately three times larger than today's largest oil tanker), along with many smaller ships for different purposes per faction, frigates, fighters, bombers, gunboats etc. Drop ships would be used by the invasion force to ferry men planet side to attack bases on the planet and dominate the enemy on the ground, where vehicles would be dropped from orbit also, along with fighter support and orbital bombardments from capital ships. Planet bases would have to have enterable structures that can have some form of interaction with doors and some level of complexity. We feel that this scenario would encapsulate many of the different elements that we are trying to achieve for this game.
Every vehicle would be piloted or controlled by a real player, and all characters in the environment are real people. Not taking into consideration the network limitations that exist today, would the Orbiter engine be capable of achieving something of this manner with development in the future, with perhaps say, 10 years maximum development time?
(All IP under copywrite protection)
The idea is large-scale and for that reason this engine might be a worthwhile test bed. I would like to know how possible it might be to develop the following ideas using this engine. The idea consists of two teams or factions, with potentially between 10,000 and 1,000,000 players online at any given time taking part in a galaxy scale simulated war. This war would be fought by and conducted by the players themselves from long complex planetary battles that incorporate orbital engagements, right up to deep space naval battles that occur over a potentially large number of systems at once in real time.
A demonstration of our idea with the Orbiter engine, has been a part of our discussion. The proof of concept we had envisioned was a planetary invasion. One faction holding control over a planet with a naval force in orbit, and another faction attempting to destroy the orbiting planets naval force with its own, coupled with a ground invasion force whose mission it would be to take control of the planet. Navies might consist of a few extremely large-scale capital ships per faction (approximately three times larger than today's largest oil tanker), along with many smaller ships for different purposes per faction, frigates, fighters, bombers, gunboats etc. Drop ships would be used by the invasion force to ferry men planet side to attack bases on the planet and dominate the enemy on the ground, where vehicles would be dropped from orbit also, along with fighter support and orbital bombardments from capital ships. Planet bases would have to have enterable structures that can have some form of interaction with doors and some level of complexity. We feel that this scenario would encapsulate many of the different elements that we are trying to achieve for this game.
Every vehicle would be piloted or controlled by a real player, and all characters in the environment are real people. Not taking into consideration the network limitations that exist today, would the Orbiter engine be capable of achieving something of this manner with development in the future, with perhaps say, 10 years maximum development time?
(All IP under copywrite protection)
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