DarkMirror
02-22-2007, 6:35 PM
Ideas for The WoS
A short time ago the one that thought up the WoS, SolidSamurai, posted an idea that we could brainstorm ideas for it, and flesh it out properly. I have decided to bring it upon myself to create a compendium of this type of knowledge. And here it is. I have decided to post the submission guidelines first, and then build up on the idea. It would also be nice if it were stickied.
Planet: Anything related to the geography of the only planet ingame. This includes regions, cities, weather, etc.
Civilization: Anything related to stuff that the three races are doing/created. This includes cities/colonies, special projects and possible “history lessons”.
Orbital Information: Anything pertaining to the region of space above the planet, including moons, space stations, notable areas for space combat, etc.
Political Information: Basically anything about the movers and shakers goes here. This could contain faction leaders, important guilds, and rules/regulations for how to become one of them.
Game play: How to make characters, ideas for their play, and useful ideas for special systems, like the inspired “PI” system, or Psionic Index.
Other: Anything not covered here. I am sure that there is plenty of stuff that could form its own category, so If any suggestions are made I will consider editing this first post. It would be useful if we could organise a complete compendium of stuff, all on the first post.
Topic: Planet
Name of Idea: Kharvek Wastes
Basically this is a desert wasteland. It could stretch between a large valley, or just be near the equator. The only reason for any military forces to be stationed here is that it is very high in Vespene gas reserves. It is prone to sandstorms and is also known for its numerous sinkholes and tunnel systems. Therefore, the Zerg seem to thrive in it, putting their burrowing skills to good use. Possible in game affects would be vehicle breakdowns from the heat, re-spawning and disappearing sinkholes that could cause damage to anyone who falls into one, and a series of tunnels leading about. Also keep in mind that Vespene is a flammable gas, so there's always the possibility of a gunfight igniting a geyser and making everything near it go “Badda-boom”.
Topic: Orbital Information/Gameplay
Name of Idea: Capitol Ships
Ok. If theres going to be space battles, theres going to be capitol ships, like Battlecruisers and Carriers. Each ship would have a full set of corridors and "apartments" for anyone stationed on board. Even if you were the pilot, you have to log out sometimes. during these times control of the ship goes to either your human or NPC second in commnad, and the ship continues to opperate. It would have to work like that, because if you just disspaeared when you logged off it would upsety the "realisim" of the game. Now, during the beginging of the game there might only be a few capitol ships, and they would probobly be NPCs. But as more people started playing, those players could make and pilot their own capitol ships. But what about all the interceptors? You know, the wratihs and scouts and dropships and all that? Well, your basic troops would be NPCs, or even usable by you in a "swarm command" sytem, a la Homeworld. But all your better fighters, and uniques like dropships, they would be PCs. that way, if you want to board an enemy ship, you have to manuver yourself to launch a group of dropship piloting Players and thier elite marine players.
Topic: Planet
Name: Dar'Clash (Also known as the Dark Valley)
It is basically a very hostile twilight desert that has many cliffs, crevices a very inestable climate that covers the sun the majority of the year, it is a normal desert but the clouds make it dark, there are some ancient religious temples and many minerals patches, but there isn't to many vespene gas and the storm winds, sandstorms and lightings can quickly take down a battlecruiser or a carrier, lifted buildings are destroyed too and sometimes there are sismic activities (Thats why the crevices are) Although there is a very hostile land, there are some very big caves with towns and some gas reserves inside, outside of the caves there are some towns living out there and here in planet earth, when a lighting hits the ground it turns the sand a very pure glass due to the high temperatures, in that desert, due to the high mineral composition of the sand, when a lighting hits the sand it becomes very small mineral patches.
Topic: Planet
Name of Idea: Jeral's Chasm
A large crack in the middle of a desert controlled by the Dominion. It is Zerg infested, the only place nearby that has Zerg. A Cerebrate resides in the deepest crag, and regular patrols of Hydralisks and Zerglings keep Terran's from clearing out the Chasm. It is named after Jeral, a brilliant military leader that was defeated and eaten by a powerful Devouring One.
Topic: Orbital Information
Name of Idea: Death's Empire
This area was named Death's Empire after a notable battle between the 3 races ocurred. No one controls this region of space, although many of the derelict ships were simply abandoned, and still have several functioning systems. Even most pirates stay away from this orbital graveyard, despite the fact that it's the perfect hideaway spot. Superstitions among the terrans are that the spirits of the dead still live on in this graveyard. It is thought that the spirits would activate the derelict ships and fire upon any who entered. Of course, it is more likely that this is just the braver outlaws keeping their hideaways safe. Regardless of the truth, even without dead ships attacking, this place is extremely dangerous due to the floating debris. An electromagnetic field is what remains of the biokiller energy field employed accidently by the terrans that made this graveyard. It is thought that this residue field might have activated some of the still intact cloaking systems of some of the ships, making it even harder to navigate due to invisible debris.
Topic: Orbital information
Name of Idea: The Star Silos
Star Silos are a group of space platforms in high orbit over the planet. It is a space station for the dominion StarRain Project, which is a large number of nuklear silos and power generators built to fuel them and the massive Ion cannons designed to obitaly target/shoot these nukes. However, the Zerg infested part of the plataforms. The Dominion has quite a few Battlecruisers and wraiths to defend the plataforms as a well as a science vessle or two.
The Zerg have managed to gain a foothold on it, and obliterate anyone who comes into thier territory with Scourge.
Topic: Planet
Name of Idea: Perimeter Outpost 13 (Terminated)
This was a Terran outpost on a Zerg perimeter, created to give early warning of Zerg assaults, and to slow the Zerg down enough to give the Terrans who resided nearby enough time to throw together a defense. It has been overrun and now belongs to the Zerg. The Command Center and most of the still-intact buildings have been infested. The base was equiped with various defensive mechanism designed not to protect the base, but to significantly slow down any force moving through the area. missile turrets equiped with net-charges (missiles that capture the enemy in a net) dot the perimeter and mines and traps are frequent hazards. Although the Zerg have taken control of, disabled, or destroyed many of these systems, some are still undiscovered, requiring both Zerg and Terran alike to pay attention to their surroundings.
Topic: Gameplay
Name of Idea: Towns
What if youy want to start your own town? Well, in WoW I'm pretty sure you cant do that. But In WoS you can. Either become, or hire, an SCV/Probe(Drones are Zerg, and they would be more Hive clusters than towns/cities). Then get to work building whatevere you want. It would folow the tech tree of Starcraft, but there would also be things like apartments, shopping centers, etc... Once you have stuff like that people could actualy live in your town. Now, heres a realy good reason to do this. What if a large groupe of players decided to assualt a city? What if the city lost? What if it were razed to the ground? Well, that landmark is gone. So where do all those players who lived there go? Well, they could immergrate to other cities...or they could make thier own. I suppose Blizzard would have to put in a "History" tab for all cities/clusters. I bet that after only a few years, the face of the planet would be unreconizable.
Topic: Gameplay
Name of Idea: Terran Combat in General
Don't forget squad training tournaments and deathmatches (all containing, player controlled 'elite' soldiers), advanced 'ragdoll' physics (gears of war implied such a thing), melee combat (where grabbing a towel, snagging another player's head in it, and then throwing towel and body to the ground, against a wall (ala 007: Golden Eye), is possible). It can be as complex as we make it right now. Each match also appears in 'instas', so it shouldn't lag.
Topic: Gameplay
Name of Idea: Taking Terran Warfare to the Battlefield
Large scale ground battles will usually involve battlefield (or battlefront) style warfare... with the addition of stimpacks and other drugs, cybernetic upgrades (whether for mind or body), physical capability (measured in lower and upper-body stats; which implies to both terran and protoss... however, zerg are unique), and taking cover (which is usually necessary... however, ducking in the grass with the aid of camoflauge and a powerful rifle is usually wiser in an open area and more cunning then simply charging forward in powered armor; although a firebat could set fire to the grass). This'll all be included with squad command, vehicles, artillery, nukes, and other goodies.
Topic: Gameplay
Name of Idea: Nukes and other Weapons of Mass Destruction
As you grow terribly addicted to the game, you'll realize nukes, though the cheapest 'doomsay device' in the game, aren't usually the best option, even against a zerg hive, unless you merely want to vaporize all resources in the location and simply get rid of the enemy... you can also erect defense measures against nukes, beyond simply killing the ghost that done it. There are a ton of strategies that can be employed with nuke set ups... including distraction, deceit, ambush (when the enemy's stupidly failed to erect any missile defense measures), and 'fast' drops (low orbit battlecruiser deployment... or even risky vehicle drive-ins, where a truck, or tank, or dropship, capable of holding the weight of a warhead, kamikazes into a vulnerable area of an enemy's base; or the classic laser-painting a target for 'tactical', precise nuking, best done with a player of whom's skills mostly lay in stealth, who is also most likely a ghost. Although, he could also be some crazy ranger wearing camoflauge fatigues, radar deflectors, and one of those freaky-ass, uber quite boots ;))... Other WoMDs might include puncture-all terawatt lasers (however, these would require vast amounts of energy, multiple fitted-for-the-single-purpose capitol ships for effective decimation (or an orbital platform, however that's even more expensive), and synchronization measures (for an accurate target). The advantage of laser bombardment is that it's the quickest and most accurate method (lasers move at the speed of light, afterall). However, after firing, it may take anywhere around a week in real life to cycle the guns. Ion cannons are also excellent, however they can't trace targets (it's plasma afterall), and are usually better off in space... losing one is also enough to financially bleed someone to death. Protoss plasma bombardments, and zerg scourge swarms, guardian massacre, or infested battlecruiser projectile (boarded and programmed by infested pilots) (all expensive) are just some of the many other ways to engineer an armageddon in a given area. Political wise, you can threaten other player organisations into doing what you want (this could be little old you, all by yourself, cunning enough in skill to steal a nuke, bomb, or other device. Stealing is the most realistic, and probably the only option, for one who wishes to solo through the game. Stealing a doomsday devise, along with making it work, is perhaps among the greatest of solo challenges... aside from managing to pwn a score of other players with your leet shooting skills, or becoming the king/queen (don't forget female characters, guys) of winning solo death matches).
Topic: Gameplay
Name of Idea: Zerg 'Politics'
Invasion is a necessity for the zerg. Minerals and other resources usually act as nutrients (minerals mostly, though food does benefit a little), however they're not as much of a necessity to zerg lifestyle as they are to a terran or protoss industrial body, or freelance warmongering corp. Invasion benefits the zerg the most, which will explain the large number of zerg attacks that occur even in full-scale pvp. A zerg has the ability to sever it's connection with the only npc cerebrate in charge of the hidden underground swarm (goes with the game's storyline and setting; a crisis could lead to the severing of ties to Kerrigan's swarm, or of the cerebrate letting certain zerg aquire independance in response to recent protoss surprise encroachment, and an inability to make any other decision to this matter). Zerg who have enough nutrients (see: one helluvALOT), experience, influence, friends, and aquire a few other key factors (such as expanding zerg 'PI', to be determined), may also go through the lengthy process (probably a few days... enough time for blizz to take it into account and maintain the server accordingly) of evolving into cerebrates at any given time. Zerg can also duel and commit to deathmatches if large scale warfare is getting you down. Zerg large scale warfare also deals with alot of strategy, just like any RTS match. You'll find that, as a zergling, burrowing is a necessity, however, unless you happen to be busy ravishly ravaging some poor sap, climbing some cliff, hitching some overlord, or jumping some barricade at the time.
Topic: Gameplay
Name of Idea: PI
I may have already described the PI. How the best of the best of the best have pyrokinetic abilities (being a psychic god among men is impossible, though it'd still mention it in the game manual :P), and other such things. Each race deals with PI differently. The protoss take advantage of it, considering all 'toss have latent psychic abilities (although some are mere 'wrangler' level, and are merely supported by a khala connection, while the 'dark ones' longtime presence among the other psychics allow them to develop into full telepathics.). 'Toss PI level can be upgraded with experience, discovery, training, meditation, etc. A dark templar who performs exceptionally in fighting for a long duration (running on walls (an example of taking advantage of the environment; see also jumping from, to and off walls), and parrying every melee tactic thrown at him, or developing an impressive track record of sword duels), might suddenly gain an increase in PI. One who researches into pylon technology extensively, with the aid of the necessary funds and vast amount of exhorbant skills, may appy it to himself and raise his own PI. A protoss who deals with terrans and recieve's cybernetic brain implants may recieve an increase. Increased PI might allow a high templar to perform psionic maneuvers with more accuracy, acuteness, efficiency, etc. The possibilities are endless for 'toss. As for terran, PI is rare, however it may randomly occur in any character that was created for a completely different purpose. This could see that character through a change of careers. Although this essentially ends at telepathy, telekinises may occur, though a method that is rarer still (similair to how pyrokinises is completely unheard of in protoss unless by way of archon or excessive grinding of meditation and prayer to the point of utter insanity... of course, that'd be the player's choice, who may never recieve nervana in the form of pyrokinises no matter how much he does this). The isolation of the planet from standard Dominion contact has allowed for illegal manufacturing and distrabution of cybernetics. Certain, very rare, cybernetic brain implants may be implanted in a terran character's brain to increase PI (usually this occurs gradually if at all; so it could it could take anywhere up to a literal month or even a year before a terran player recieves any increase... the best ones occur in weeks, whereas the crappy are obviously a year or more). The zerg recieve PI increases depending the influence of other psionic energy. A zerg who consumes rare nutrients, food, drug, or performs exceptionally enough in combat to be granted evolution in a special area by its cerebrate, may also recieve PI increases. Sometimes, the PI increase happens automatically similair to terran. The best PI increases occur in the zerg who communicate and exhibit leading, and independance, however. Zerg who survive alone are thusly the most liable to recieve enough of an increase to evolve into cerebrates. Other players may organize a plan to have all their friends bring them nutrients, in order to quickly become cerebrates themselves. The best PI a zerg may exhibit, however, is telepathic. Unless they infest a creature who uses telekinises as a sole ability, or were once a powerful terran psionic themselves; they will not aquire telekinises.
The end-all PI of any terran is telekinises... however, terran's who are genetically gifted with exceptional telepathic abilities (those who join the ghost project in the beginning may train to become ghosts and recieve telepathic abilities right from the start... whereas recieving telepathic abilities in any other form of character is a random, rare case.), the best cybernetic implants, drugs, allow their character to become the test subject of a drug-based player corporation, meditation, etc. may recieve pyrokinises, yet this is incredibly rare. Only 8 or 15 out of all terran players in the entire game may be able 'summon the fire'. Additionally, even if your the most bad ass, richest, keys to the universe, terran player in the game, you'll find that you are still required to be genetically gifted with exceptional telepathy upon character creation. Indeed, recieving such a gift is more likely if you start off in the Dominion ghost project, and train to become a ghost.
The end-all of PI for a protoss player is pyrokinises, however a protoss is required to have everything within his grasp and scope, experience, meditate, and everything I mentioned previously, along with the ability to wield a vast combination of the 'dark and light' cosmic forces, to gain such an ability. Melding to become an archon (this requires a good deal of skill training and experience as well) is a far easier, and more obvious path, however. Additionally, Dark Archons provide a different, yet equally powerful psionic path.
Topic: Orbital Information
Name of Idea: Lost Temple
The Lost Temple is an ancient Xel'Naga ruin on the moon of the planet. It is a massive complex with a Xel'Naga archive at the center. The archive is a great repository of knowledge about both the Protoss and the Zerg, along with a multitude of other, lesser, races. The archive even contains information about an unknown race that seems suspiciously similar to the Terrans, although the data does not include whether or not the Xel'Naga created the Terrans. In addition to this latent racial data, there is a collection of scientific discoveries made by the Xel'Naga long ago. The archive is seperated into sections, walled off from each other, that have to do with different subjects. Much of the archive is still sealed, and it is possible that there is data regarding Xel'Naga weapons technology. Even if such data is not included, the information on the very underlying basis for the evolution of so many species would prove invaluable. Such information would be useful even to the races the data was about. The temple is protected by high grade Xel'Naga defense system, and is nearly inpenetrable. In addition, a group of the protoss split off to continue study of this temple, against the protoss fleet's wishes, and is fanatical in its protection of the temple. It is likely that any attempted approach would be met by deadly force from this breakaway faction, and even if they were surpassed, the Temple contains systems that give limited access to any of its rooms, archives, and databanks at one time, forcing the collection of information to be slow and tedious. In addition, any attempted forced entry would result in the use of automated weapons systems that literally reduce their victims to the constituant quarks, leptons, and gluons that they are made of. This would, of course, act as one of those deadly locations that I already mentioned. Finding a way inside it, or a way to hack into the temple (with machines that require character 'skill', luck, and a bit of a minigame to use, rather then actual hacking skill... that'd be stupid otherwise), would benefit the discoverer. It all depends, if the most powerful military willing to go there can't break in, then they'll most likely hang around the moon and fend off all other enemies and noobs vying for the place, until they inevitably find a way in (whether through technological means, a secret route, or sheer tactical force... or simply charging through :P). The possibilities for making use of exotic npc locations are endless.
Topic: Planet
Name of Idea: The Planet and Its Moons
The planet is huge. Natural, or perhaps, unnatural, phenomena allowed it to rival jupiter, despite it being completely terrestrial. The vast amount of resources on the planet led to the founding of many terran cities decades ago. Despite the brutal rate at which things have been extracted, the punishment of the atmosphere, and everything else thrown in the planet's face, it still continues on. The resources never seem to end, and the atmosphere appears as if to 'vent' itself. In recent years, it's lost contact with the ruling terran government, due to the secrecy of it kept by the confederacy (of whom chose to wipe it off the face of any interstellar map, due to concern over planetary immigration). The fall of the confederacy of erased any sign of the planets existence. However, the terran inhabitants, despite having recieved very little information on earlier signs of the alien threat, still carried on with their own personal lives, ignoring the affairs of the larger universe. More recently, ventures have been taken to space. A large dominion expeditionary fleet has caught up with the planet, forced to fight protoss expeditionary fleets, and a hidden zerg threat that has been ignorably left to grow amazingly large.
Additionally, the planet has over 30 moons; some of which are large, and some of which are fairly small. The amazing size of the planet has allowed different areas to possess extreme conditions; and so natural phenomena have led to mutiple moons with differing environments (such as a moon filled with lush jungles, or raging volcanoes) that coexist to 'dead' moons, that have no environment whatsoever.
Topic: Gameplay
Name of Idea: Quick Action
There are so many gun and item types in this game that it's simply hard to keep track of them all; or even purchase the right one at a specific location when you've only just begun the game. Manuals will provide all the easy-to-know information you need on gun types ie., which will be listed next to the gun itself (ie. Rifle = long range, sniper/long-rifle = very long range). That's why certain vendors have some of the more popular guns available right up front for different levels of players. To seek a unique gun, the player need only ask the npc to 'check in the back'. Additionally, virtual computers allow players to 'purchase online' in the virtual internet environment, that'll allow their weapon or item of choice to appear at the 'collection boutique' within the city. However it'll be even easier to get your character quickly fitted. NPC equipment officers can give you quickcalls of item lists of the perfect gear, according to what your character already posseses, and your skillset. NPC dropships will give you guns and equipment to purchase just prior to when you hit the battlefield (that is if you're fighting for large npc factions, such as the dominion; this is also similair to counterstrike, in that you have money, and you purchase guns, before the match begins... players looking for quick action can sail from place to place, fighting. If the dropship comes under attack, then they have the option of dropping where they are, running out of the ship without a second thought, or manning the onboard chaingun (before any other player runs to it... if no players are onboard, npc's automatically man chainguns... also similair to halo, in that npcs will automatically step down in order for you to take control)). An outter market also exists in the game for making more expensive, and exotic purchases of unique items (such as artillery guns, resources, parts for buildings, etc.).
The outer market is for the more zealous, and dedicated players willing to browse for a lengthy amount of time, throughout the various lists of items of all sorts. Items of the outter market, list items being sold in the space just above atmosphere, or on all cities in that specific faction, in the planet's continent. Additionally, player's can adjust settings to isolate items within the npc city they stand in, from common to unique items. The outer market is very similair to the market in Eve Online. Additionally, player cities may establish their own internet markets, to connect with those of npc markets that they have established reputation with. In this way, newb's who happen to view the outter can view items put up for sale in player owned cities/towns/locations.
Topic: Gameplay
Name of Idea: Quick Action
There are so many gun and item types in this game that it's simply hard to keep track of them all; or even purchase the right one at a specific location when you've only just begun the game. Manuals will provide all the easy-to-know information you need on gun types ie., which will be listed next to the gun itself (ie. Rifle = long range, sniper/long-rifle = very long range). That's why certain vendors have some of the more popular guns available right up front for different levels of players. To seek a unique gun, the player need only ask the npc to 'check in the back'. Additionally, virtual computers allow players to 'purchase online' in the virtual internet environment, that'll allow their weapon or item of choice to appear at the 'collection boutique' within the city. However it'll be even easier to get your character quickly fitted. NPC equipment officers can give you quickcalls of item lists of the perfect gear, according to what your character already posseses, and your skillset. NPC dropships will give you guns and equipment to purchase just prior to when you hit the battlefield (that is if you're fighting for large npc factions, such as the dominion; this is also similair to counterstrike, in that you have money, and you purchase guns, before the match begins... players looking for quick action can sail from place to place, fighting. If the dropship comes under attack, then they have the option of dropping where they are, running out of the ship without a second thought, or manning the onboard chaingun (before any other player runs to it... if no players are onboard, npc's automatically man chainguns... also similair to halo, in that npcs will automatically step down in order for you to take control)). An outter market also exists in the game for making more expensive, and exotic purchases of unique items (such as artillery guns, resources, parts for buildings, etc.).
The outer market is for the more zealous, and dedicated players willing to browse for a lengthy amount of time, throughout the various lists of items of all sorts. Items of the outter market, list items being sold in the space just above atmosphere, or on all cities in that specific faction, in the planet's continent. Additionally, player's can adjust settings to isolate items within the npc city they stand in, from common to unique items. The outer market is very similair to the market in Eve Online. Additionally, player cities may establish their own internet markets, to connect with those of npc markets that they have established a somewhat positive reputation with (reputation has many levels... it can go from positive enough to allow them trade with you, to allow them to SEEK trade with you, or even enough to allow them to aid you with reinforcements in a time of war... whether through player's who remain in that faction being assigned to assist you, or multitudes of npcs... there are also a few levels of hate... but not as much as there are of love... of course, hating one npc organisation may allow another npc organisation to favour you). In this way, newb's who happen to view the outter can view items put up for sale in player owned cities/towns/locations.
Topic: Gameplay
Name of Idea: Further detail on NPC's
Although hired NPCs do exist, hundreds players will begin to take over some of the more major rolls in the largest of organisations in WoS. Yet, some NPC's would always end-up existing. You see, blizz can't simply remove all npcs from the game at a given time. Additionally, npcs could allow for massive 1000+ battles, with little lag in comparision to what might be expected, considering 1000+ players wouldn't be logged in the same precise area.
Topic: Gamplay
Name of Idea: Death, injury, and the 'afterlife'
So you made the mistake of biting that dust?
If you die on the battlefield, a player medic can find and heal you (while you happen to be laying on the ground bleeding, until you die). You can contact medics by pinging yourself on the area's map (with dots indicating player locations). Additionally, if your team has an aircraft in range, everyone (on your team ) will see the ping. They can all block out, or 'hear' pings at any time, upon choice. Further more, your character has the option of shouting into a radio to be healed, with the classic 'Medic!' or 'Dying over here!'. Having npc medics would be stupid, considering it'd just become a game of 'find and kill/isolate all enemy medics before actually commencing the match'. Player medics can also carry guns (with minor arms training), and other soldiers have the option of taking minor medical skills, or investing into a fulltime medic-career (however, then they'd have to completely hault there advancement in whatever list of skills/skill-set they've been training previously). Of course, we all know the best medics are the ones in powered armor, but that takes time to get (and if you do get it right away, the armor might be low quality unless you're lucky). Full-time, official, medics can also train in the classic medic 'spells' such as 'optical flare', and more. Finally, NPC's cannot be cloned. You have to hire more, unless you set up an incredibly expensive 'clone coverage' deal, which would most likely require you to own a business of growing clones to begin with. If NPC medics existed, they'd only heal other NPCs... and it'd take much longer for them to 'ressurect' a bleeding npc. Of course, your character is considered 'bleeding and dying' until an enemy comes over and stomps on your face, or kicks you a number of times, gun-slaps you, shoots you, etc. (anything that'd hurt you... including rocks from the environment that happen to fall on you). Clone coverage for your own player is only somewhat advanced. You simply have to buy a clone from a large npc 'start location', player city, or spaceship, however you must 'upgrade' this clone to allow its brain matter to be able to harness all of your character's knowledge prior to death. If your clone isn't capable, your character will 'lose memory', and you'll randomly suffer lost skillpoints (way too similair to Eve Online, I know >_>). Clones are always comparatively cheap, and you can set-up reminders to remind yourself of your clone upgrade (if your character surpasses the knowledge harnessable by your clone).
Topic: Planet
Name of Idea: The Details on the Only Planet
It's a little complex, but trust me man, this'll allow you to determine whether or not that investment into making a ship bigger then a battlecruiser was worth it (considering the enemy is far more liable to find you in the void of space... although you can travel thousands upon thousands of km beyond the planet... you'll only find spacedust and blank space... it isn't really worth the time). Warp drives will only be implemented when the game adds other planets. In other words, to get to a moon on the one planet, your ship will have to travel for a duration (make note that usually travelling to a moon, means your character will most likely stay on the moon for a length of time, to complete whatever operation/mission has to get done over there.... generally, you'll have to know what you're doing).
A short time ago the one that thought up the WoS, SolidSamurai, posted an idea that we could brainstorm ideas for it, and flesh it out properly. I have decided to bring it upon myself to create a compendium of this type of knowledge. And here it is. I have decided to post the submission guidelines first, and then build up on the idea. It would also be nice if it were stickied.
Planet: Anything related to the geography of the only planet ingame. This includes regions, cities, weather, etc.
Civilization: Anything related to stuff that the three races are doing/created. This includes cities/colonies, special projects and possible “history lessons”.
Orbital Information: Anything pertaining to the region of space above the planet, including moons, space stations, notable areas for space combat, etc.
Political Information: Basically anything about the movers and shakers goes here. This could contain faction leaders, important guilds, and rules/regulations for how to become one of them.
Game play: How to make characters, ideas for their play, and useful ideas for special systems, like the inspired “PI” system, or Psionic Index.
Other: Anything not covered here. I am sure that there is plenty of stuff that could form its own category, so If any suggestions are made I will consider editing this first post. It would be useful if we could organise a complete compendium of stuff, all on the first post.
Topic: Planet
Name of Idea: Kharvek Wastes
Basically this is a desert wasteland. It could stretch between a large valley, or just be near the equator. The only reason for any military forces to be stationed here is that it is very high in Vespene gas reserves. It is prone to sandstorms and is also known for its numerous sinkholes and tunnel systems. Therefore, the Zerg seem to thrive in it, putting their burrowing skills to good use. Possible in game affects would be vehicle breakdowns from the heat, re-spawning and disappearing sinkholes that could cause damage to anyone who falls into one, and a series of tunnels leading about. Also keep in mind that Vespene is a flammable gas, so there's always the possibility of a gunfight igniting a geyser and making everything near it go “Badda-boom”.
Topic: Orbital Information/Gameplay
Name of Idea: Capitol Ships
Ok. If theres going to be space battles, theres going to be capitol ships, like Battlecruisers and Carriers. Each ship would have a full set of corridors and "apartments" for anyone stationed on board. Even if you were the pilot, you have to log out sometimes. during these times control of the ship goes to either your human or NPC second in commnad, and the ship continues to opperate. It would have to work like that, because if you just disspaeared when you logged off it would upsety the "realisim" of the game. Now, during the beginging of the game there might only be a few capitol ships, and they would probobly be NPCs. But as more people started playing, those players could make and pilot their own capitol ships. But what about all the interceptors? You know, the wratihs and scouts and dropships and all that? Well, your basic troops would be NPCs, or even usable by you in a "swarm command" sytem, a la Homeworld. But all your better fighters, and uniques like dropships, they would be PCs. that way, if you want to board an enemy ship, you have to manuver yourself to launch a group of dropship piloting Players and thier elite marine players.
Topic: Planet
Name: Dar'Clash (Also known as the Dark Valley)
It is basically a very hostile twilight desert that has many cliffs, crevices a very inestable climate that covers the sun the majority of the year, it is a normal desert but the clouds make it dark, there are some ancient religious temples and many minerals patches, but there isn't to many vespene gas and the storm winds, sandstorms and lightings can quickly take down a battlecruiser or a carrier, lifted buildings are destroyed too and sometimes there are sismic activities (Thats why the crevices are) Although there is a very hostile land, there are some very big caves with towns and some gas reserves inside, outside of the caves there are some towns living out there and here in planet earth, when a lighting hits the ground it turns the sand a very pure glass due to the high temperatures, in that desert, due to the high mineral composition of the sand, when a lighting hits the sand it becomes very small mineral patches.
Topic: Planet
Name of Idea: Jeral's Chasm
A large crack in the middle of a desert controlled by the Dominion. It is Zerg infested, the only place nearby that has Zerg. A Cerebrate resides in the deepest crag, and regular patrols of Hydralisks and Zerglings keep Terran's from clearing out the Chasm. It is named after Jeral, a brilliant military leader that was defeated and eaten by a powerful Devouring One.
Topic: Orbital Information
Name of Idea: Death's Empire
This area was named Death's Empire after a notable battle between the 3 races ocurred. No one controls this region of space, although many of the derelict ships were simply abandoned, and still have several functioning systems. Even most pirates stay away from this orbital graveyard, despite the fact that it's the perfect hideaway spot. Superstitions among the terrans are that the spirits of the dead still live on in this graveyard. It is thought that the spirits would activate the derelict ships and fire upon any who entered. Of course, it is more likely that this is just the braver outlaws keeping their hideaways safe. Regardless of the truth, even without dead ships attacking, this place is extremely dangerous due to the floating debris. An electromagnetic field is what remains of the biokiller energy field employed accidently by the terrans that made this graveyard. It is thought that this residue field might have activated some of the still intact cloaking systems of some of the ships, making it even harder to navigate due to invisible debris.
Topic: Orbital information
Name of Idea: The Star Silos
Star Silos are a group of space platforms in high orbit over the planet. It is a space station for the dominion StarRain Project, which is a large number of nuklear silos and power generators built to fuel them and the massive Ion cannons designed to obitaly target/shoot these nukes. However, the Zerg infested part of the plataforms. The Dominion has quite a few Battlecruisers and wraiths to defend the plataforms as a well as a science vessle or two.
The Zerg have managed to gain a foothold on it, and obliterate anyone who comes into thier territory with Scourge.
Topic: Planet
Name of Idea: Perimeter Outpost 13 (Terminated)
This was a Terran outpost on a Zerg perimeter, created to give early warning of Zerg assaults, and to slow the Zerg down enough to give the Terrans who resided nearby enough time to throw together a defense. It has been overrun and now belongs to the Zerg. The Command Center and most of the still-intact buildings have been infested. The base was equiped with various defensive mechanism designed not to protect the base, but to significantly slow down any force moving through the area. missile turrets equiped with net-charges (missiles that capture the enemy in a net) dot the perimeter and mines and traps are frequent hazards. Although the Zerg have taken control of, disabled, or destroyed many of these systems, some are still undiscovered, requiring both Zerg and Terran alike to pay attention to their surroundings.
Topic: Gameplay
Name of Idea: Towns
What if youy want to start your own town? Well, in WoW I'm pretty sure you cant do that. But In WoS you can. Either become, or hire, an SCV/Probe(Drones are Zerg, and they would be more Hive clusters than towns/cities). Then get to work building whatevere you want. It would folow the tech tree of Starcraft, but there would also be things like apartments, shopping centers, etc... Once you have stuff like that people could actualy live in your town. Now, heres a realy good reason to do this. What if a large groupe of players decided to assualt a city? What if the city lost? What if it were razed to the ground? Well, that landmark is gone. So where do all those players who lived there go? Well, they could immergrate to other cities...or they could make thier own. I suppose Blizzard would have to put in a "History" tab for all cities/clusters. I bet that after only a few years, the face of the planet would be unreconizable.
Topic: Gameplay
Name of Idea: Terran Combat in General
Don't forget squad training tournaments and deathmatches (all containing, player controlled 'elite' soldiers), advanced 'ragdoll' physics (gears of war implied such a thing), melee combat (where grabbing a towel, snagging another player's head in it, and then throwing towel and body to the ground, against a wall (ala 007: Golden Eye), is possible). It can be as complex as we make it right now. Each match also appears in 'instas', so it shouldn't lag.
Topic: Gameplay
Name of Idea: Taking Terran Warfare to the Battlefield
Large scale ground battles will usually involve battlefield (or battlefront) style warfare... with the addition of stimpacks and other drugs, cybernetic upgrades (whether for mind or body), physical capability (measured in lower and upper-body stats; which implies to both terran and protoss... however, zerg are unique), and taking cover (which is usually necessary... however, ducking in the grass with the aid of camoflauge and a powerful rifle is usually wiser in an open area and more cunning then simply charging forward in powered armor; although a firebat could set fire to the grass). This'll all be included with squad command, vehicles, artillery, nukes, and other goodies.
Topic: Gameplay
Name of Idea: Nukes and other Weapons of Mass Destruction
As you grow terribly addicted to the game, you'll realize nukes, though the cheapest 'doomsay device' in the game, aren't usually the best option, even against a zerg hive, unless you merely want to vaporize all resources in the location and simply get rid of the enemy... you can also erect defense measures against nukes, beyond simply killing the ghost that done it. There are a ton of strategies that can be employed with nuke set ups... including distraction, deceit, ambush (when the enemy's stupidly failed to erect any missile defense measures), and 'fast' drops (low orbit battlecruiser deployment... or even risky vehicle drive-ins, where a truck, or tank, or dropship, capable of holding the weight of a warhead, kamikazes into a vulnerable area of an enemy's base; or the classic laser-painting a target for 'tactical', precise nuking, best done with a player of whom's skills mostly lay in stealth, who is also most likely a ghost. Although, he could also be some crazy ranger wearing camoflauge fatigues, radar deflectors, and one of those freaky-ass, uber quite boots ;))... Other WoMDs might include puncture-all terawatt lasers (however, these would require vast amounts of energy, multiple fitted-for-the-single-purpose capitol ships for effective decimation (or an orbital platform, however that's even more expensive), and synchronization measures (for an accurate target). The advantage of laser bombardment is that it's the quickest and most accurate method (lasers move at the speed of light, afterall). However, after firing, it may take anywhere around a week in real life to cycle the guns. Ion cannons are also excellent, however they can't trace targets (it's plasma afterall), and are usually better off in space... losing one is also enough to financially bleed someone to death. Protoss plasma bombardments, and zerg scourge swarms, guardian massacre, or infested battlecruiser projectile (boarded and programmed by infested pilots) (all expensive) are just some of the many other ways to engineer an armageddon in a given area. Political wise, you can threaten other player organisations into doing what you want (this could be little old you, all by yourself, cunning enough in skill to steal a nuke, bomb, or other device. Stealing is the most realistic, and probably the only option, for one who wishes to solo through the game. Stealing a doomsday devise, along with making it work, is perhaps among the greatest of solo challenges... aside from managing to pwn a score of other players with your leet shooting skills, or becoming the king/queen (don't forget female characters, guys) of winning solo death matches).
Topic: Gameplay
Name of Idea: Zerg 'Politics'
Invasion is a necessity for the zerg. Minerals and other resources usually act as nutrients (minerals mostly, though food does benefit a little), however they're not as much of a necessity to zerg lifestyle as they are to a terran or protoss industrial body, or freelance warmongering corp. Invasion benefits the zerg the most, which will explain the large number of zerg attacks that occur even in full-scale pvp. A zerg has the ability to sever it's connection with the only npc cerebrate in charge of the hidden underground swarm (goes with the game's storyline and setting; a crisis could lead to the severing of ties to Kerrigan's swarm, or of the cerebrate letting certain zerg aquire independance in response to recent protoss surprise encroachment, and an inability to make any other decision to this matter). Zerg who have enough nutrients (see: one helluvALOT), experience, influence, friends, and aquire a few other key factors (such as expanding zerg 'PI', to be determined), may also go through the lengthy process (probably a few days... enough time for blizz to take it into account and maintain the server accordingly) of evolving into cerebrates at any given time. Zerg can also duel and commit to deathmatches if large scale warfare is getting you down. Zerg large scale warfare also deals with alot of strategy, just like any RTS match. You'll find that, as a zergling, burrowing is a necessity, however, unless you happen to be busy ravishly ravaging some poor sap, climbing some cliff, hitching some overlord, or jumping some barricade at the time.
Topic: Gameplay
Name of Idea: PI
I may have already described the PI. How the best of the best of the best have pyrokinetic abilities (being a psychic god among men is impossible, though it'd still mention it in the game manual :P), and other such things. Each race deals with PI differently. The protoss take advantage of it, considering all 'toss have latent psychic abilities (although some are mere 'wrangler' level, and are merely supported by a khala connection, while the 'dark ones' longtime presence among the other psychics allow them to develop into full telepathics.). 'Toss PI level can be upgraded with experience, discovery, training, meditation, etc. A dark templar who performs exceptionally in fighting for a long duration (running on walls (an example of taking advantage of the environment; see also jumping from, to and off walls), and parrying every melee tactic thrown at him, or developing an impressive track record of sword duels), might suddenly gain an increase in PI. One who researches into pylon technology extensively, with the aid of the necessary funds and vast amount of exhorbant skills, may appy it to himself and raise his own PI. A protoss who deals with terrans and recieve's cybernetic brain implants may recieve an increase. Increased PI might allow a high templar to perform psionic maneuvers with more accuracy, acuteness, efficiency, etc. The possibilities are endless for 'toss. As for terran, PI is rare, however it may randomly occur in any character that was created for a completely different purpose. This could see that character through a change of careers. Although this essentially ends at telepathy, telekinises may occur, though a method that is rarer still (similair to how pyrokinises is completely unheard of in protoss unless by way of archon or excessive grinding of meditation and prayer to the point of utter insanity... of course, that'd be the player's choice, who may never recieve nervana in the form of pyrokinises no matter how much he does this). The isolation of the planet from standard Dominion contact has allowed for illegal manufacturing and distrabution of cybernetics. Certain, very rare, cybernetic brain implants may be implanted in a terran character's brain to increase PI (usually this occurs gradually if at all; so it could it could take anywhere up to a literal month or even a year before a terran player recieves any increase... the best ones occur in weeks, whereas the crappy are obviously a year or more). The zerg recieve PI increases depending the influence of other psionic energy. A zerg who consumes rare nutrients, food, drug, or performs exceptionally enough in combat to be granted evolution in a special area by its cerebrate, may also recieve PI increases. Sometimes, the PI increase happens automatically similair to terran. The best PI increases occur in the zerg who communicate and exhibit leading, and independance, however. Zerg who survive alone are thusly the most liable to recieve enough of an increase to evolve into cerebrates. Other players may organize a plan to have all their friends bring them nutrients, in order to quickly become cerebrates themselves. The best PI a zerg may exhibit, however, is telepathic. Unless they infest a creature who uses telekinises as a sole ability, or were once a powerful terran psionic themselves; they will not aquire telekinises.
The end-all PI of any terran is telekinises... however, terran's who are genetically gifted with exceptional telepathic abilities (those who join the ghost project in the beginning may train to become ghosts and recieve telepathic abilities right from the start... whereas recieving telepathic abilities in any other form of character is a random, rare case.), the best cybernetic implants, drugs, allow their character to become the test subject of a drug-based player corporation, meditation, etc. may recieve pyrokinises, yet this is incredibly rare. Only 8 or 15 out of all terran players in the entire game may be able 'summon the fire'. Additionally, even if your the most bad ass, richest, keys to the universe, terran player in the game, you'll find that you are still required to be genetically gifted with exceptional telepathy upon character creation. Indeed, recieving such a gift is more likely if you start off in the Dominion ghost project, and train to become a ghost.
The end-all of PI for a protoss player is pyrokinises, however a protoss is required to have everything within his grasp and scope, experience, meditate, and everything I mentioned previously, along with the ability to wield a vast combination of the 'dark and light' cosmic forces, to gain such an ability. Melding to become an archon (this requires a good deal of skill training and experience as well) is a far easier, and more obvious path, however. Additionally, Dark Archons provide a different, yet equally powerful psionic path.
Topic: Orbital Information
Name of Idea: Lost Temple
The Lost Temple is an ancient Xel'Naga ruin on the moon of the planet. It is a massive complex with a Xel'Naga archive at the center. The archive is a great repository of knowledge about both the Protoss and the Zerg, along with a multitude of other, lesser, races. The archive even contains information about an unknown race that seems suspiciously similar to the Terrans, although the data does not include whether or not the Xel'Naga created the Terrans. In addition to this latent racial data, there is a collection of scientific discoveries made by the Xel'Naga long ago. The archive is seperated into sections, walled off from each other, that have to do with different subjects. Much of the archive is still sealed, and it is possible that there is data regarding Xel'Naga weapons technology. Even if such data is not included, the information on the very underlying basis for the evolution of so many species would prove invaluable. Such information would be useful even to the races the data was about. The temple is protected by high grade Xel'Naga defense system, and is nearly inpenetrable. In addition, a group of the protoss split off to continue study of this temple, against the protoss fleet's wishes, and is fanatical in its protection of the temple. It is likely that any attempted approach would be met by deadly force from this breakaway faction, and even if they were surpassed, the Temple contains systems that give limited access to any of its rooms, archives, and databanks at one time, forcing the collection of information to be slow and tedious. In addition, any attempted forced entry would result in the use of automated weapons systems that literally reduce their victims to the constituant quarks, leptons, and gluons that they are made of. This would, of course, act as one of those deadly locations that I already mentioned. Finding a way inside it, or a way to hack into the temple (with machines that require character 'skill', luck, and a bit of a minigame to use, rather then actual hacking skill... that'd be stupid otherwise), would benefit the discoverer. It all depends, if the most powerful military willing to go there can't break in, then they'll most likely hang around the moon and fend off all other enemies and noobs vying for the place, until they inevitably find a way in (whether through technological means, a secret route, or sheer tactical force... or simply charging through :P). The possibilities for making use of exotic npc locations are endless.
Topic: Planet
Name of Idea: The Planet and Its Moons
The planet is huge. Natural, or perhaps, unnatural, phenomena allowed it to rival jupiter, despite it being completely terrestrial. The vast amount of resources on the planet led to the founding of many terran cities decades ago. Despite the brutal rate at which things have been extracted, the punishment of the atmosphere, and everything else thrown in the planet's face, it still continues on. The resources never seem to end, and the atmosphere appears as if to 'vent' itself. In recent years, it's lost contact with the ruling terran government, due to the secrecy of it kept by the confederacy (of whom chose to wipe it off the face of any interstellar map, due to concern over planetary immigration). The fall of the confederacy of erased any sign of the planets existence. However, the terran inhabitants, despite having recieved very little information on earlier signs of the alien threat, still carried on with their own personal lives, ignoring the affairs of the larger universe. More recently, ventures have been taken to space. A large dominion expeditionary fleet has caught up with the planet, forced to fight protoss expeditionary fleets, and a hidden zerg threat that has been ignorably left to grow amazingly large.
Additionally, the planet has over 30 moons; some of which are large, and some of which are fairly small. The amazing size of the planet has allowed different areas to possess extreme conditions; and so natural phenomena have led to mutiple moons with differing environments (such as a moon filled with lush jungles, or raging volcanoes) that coexist to 'dead' moons, that have no environment whatsoever.
Topic: Gameplay
Name of Idea: Quick Action
There are so many gun and item types in this game that it's simply hard to keep track of them all; or even purchase the right one at a specific location when you've only just begun the game. Manuals will provide all the easy-to-know information you need on gun types ie., which will be listed next to the gun itself (ie. Rifle = long range, sniper/long-rifle = very long range). That's why certain vendors have some of the more popular guns available right up front for different levels of players. To seek a unique gun, the player need only ask the npc to 'check in the back'. Additionally, virtual computers allow players to 'purchase online' in the virtual internet environment, that'll allow their weapon or item of choice to appear at the 'collection boutique' within the city. However it'll be even easier to get your character quickly fitted. NPC equipment officers can give you quickcalls of item lists of the perfect gear, according to what your character already posseses, and your skillset. NPC dropships will give you guns and equipment to purchase just prior to when you hit the battlefield (that is if you're fighting for large npc factions, such as the dominion; this is also similair to counterstrike, in that you have money, and you purchase guns, before the match begins... players looking for quick action can sail from place to place, fighting. If the dropship comes under attack, then they have the option of dropping where they are, running out of the ship without a second thought, or manning the onboard chaingun (before any other player runs to it... if no players are onboard, npc's automatically man chainguns... also similair to halo, in that npcs will automatically step down in order for you to take control)). An outter market also exists in the game for making more expensive, and exotic purchases of unique items (such as artillery guns, resources, parts for buildings, etc.).
The outer market is for the more zealous, and dedicated players willing to browse for a lengthy amount of time, throughout the various lists of items of all sorts. Items of the outter market, list items being sold in the space just above atmosphere, or on all cities in that specific faction, in the planet's continent. Additionally, player's can adjust settings to isolate items within the npc city they stand in, from common to unique items. The outer market is very similair to the market in Eve Online. Additionally, player cities may establish their own internet markets, to connect with those of npc markets that they have established reputation with. In this way, newb's who happen to view the outter can view items put up for sale in player owned cities/towns/locations.
Topic: Gameplay
Name of Idea: Quick Action
There are so many gun and item types in this game that it's simply hard to keep track of them all; or even purchase the right one at a specific location when you've only just begun the game. Manuals will provide all the easy-to-know information you need on gun types ie., which will be listed next to the gun itself (ie. Rifle = long range, sniper/long-rifle = very long range). That's why certain vendors have some of the more popular guns available right up front for different levels of players. To seek a unique gun, the player need only ask the npc to 'check in the back'. Additionally, virtual computers allow players to 'purchase online' in the virtual internet environment, that'll allow their weapon or item of choice to appear at the 'collection boutique' within the city. However it'll be even easier to get your character quickly fitted. NPC equipment officers can give you quickcalls of item lists of the perfect gear, according to what your character already posseses, and your skillset. NPC dropships will give you guns and equipment to purchase just prior to when you hit the battlefield (that is if you're fighting for large npc factions, such as the dominion; this is also similair to counterstrike, in that you have money, and you purchase guns, before the match begins... players looking for quick action can sail from place to place, fighting. If the dropship comes under attack, then they have the option of dropping where they are, running out of the ship without a second thought, or manning the onboard chaingun (before any other player runs to it... if no players are onboard, npc's automatically man chainguns... also similair to halo, in that npcs will automatically step down in order for you to take control)). An outter market also exists in the game for making more expensive, and exotic purchases of unique items (such as artillery guns, resources, parts for buildings, etc.).
The outer market is for the more zealous, and dedicated players willing to browse for a lengthy amount of time, throughout the various lists of items of all sorts. Items of the outter market, list items being sold in the space just above atmosphere, or on all cities in that specific faction, in the planet's continent. Additionally, player's can adjust settings to isolate items within the npc city they stand in, from common to unique items. The outer market is very similair to the market in Eve Online. Additionally, player cities may establish their own internet markets, to connect with those of npc markets that they have established a somewhat positive reputation with (reputation has many levels... it can go from positive enough to allow them trade with you, to allow them to SEEK trade with you, or even enough to allow them to aid you with reinforcements in a time of war... whether through player's who remain in that faction being assigned to assist you, or multitudes of npcs... there are also a few levels of hate... but not as much as there are of love... of course, hating one npc organisation may allow another npc organisation to favour you). In this way, newb's who happen to view the outter can view items put up for sale in player owned cities/towns/locations.
Topic: Gameplay
Name of Idea: Further detail on NPC's
Although hired NPCs do exist, hundreds players will begin to take over some of the more major rolls in the largest of organisations in WoS. Yet, some NPC's would always end-up existing. You see, blizz can't simply remove all npcs from the game at a given time. Additionally, npcs could allow for massive 1000+ battles, with little lag in comparision to what might be expected, considering 1000+ players wouldn't be logged in the same precise area.
Topic: Gamplay
Name of Idea: Death, injury, and the 'afterlife'
So you made the mistake of biting that dust?
If you die on the battlefield, a player medic can find and heal you (while you happen to be laying on the ground bleeding, until you die). You can contact medics by pinging yourself on the area's map (with dots indicating player locations). Additionally, if your team has an aircraft in range, everyone (on your team ) will see the ping. They can all block out, or 'hear' pings at any time, upon choice. Further more, your character has the option of shouting into a radio to be healed, with the classic 'Medic!' or 'Dying over here!'. Having npc medics would be stupid, considering it'd just become a game of 'find and kill/isolate all enemy medics before actually commencing the match'. Player medics can also carry guns (with minor arms training), and other soldiers have the option of taking minor medical skills, or investing into a fulltime medic-career (however, then they'd have to completely hault there advancement in whatever list of skills/skill-set they've been training previously). Of course, we all know the best medics are the ones in powered armor, but that takes time to get (and if you do get it right away, the armor might be low quality unless you're lucky). Full-time, official, medics can also train in the classic medic 'spells' such as 'optical flare', and more. Finally, NPC's cannot be cloned. You have to hire more, unless you set up an incredibly expensive 'clone coverage' deal, which would most likely require you to own a business of growing clones to begin with. If NPC medics existed, they'd only heal other NPCs... and it'd take much longer for them to 'ressurect' a bleeding npc. Of course, your character is considered 'bleeding and dying' until an enemy comes over and stomps on your face, or kicks you a number of times, gun-slaps you, shoots you, etc. (anything that'd hurt you... including rocks from the environment that happen to fall on you). Clone coverage for your own player is only somewhat advanced. You simply have to buy a clone from a large npc 'start location', player city, or spaceship, however you must 'upgrade' this clone to allow its brain matter to be able to harness all of your character's knowledge prior to death. If your clone isn't capable, your character will 'lose memory', and you'll randomly suffer lost skillpoints (way too similair to Eve Online, I know >_>). Clones are always comparatively cheap, and you can set-up reminders to remind yourself of your clone upgrade (if your character surpasses the knowledge harnessable by your clone).
Topic: Planet
Name of Idea: The Details on the Only Planet
It's a little complex, but trust me man, this'll allow you to determine whether or not that investment into making a ship bigger then a battlecruiser was worth it (considering the enemy is far more liable to find you in the void of space... although you can travel thousands upon thousands of km beyond the planet... you'll only find spacedust and blank space... it isn't really worth the time). Warp drives will only be implemented when the game adds other planets. In other words, to get to a moon on the one planet, your ship will have to travel for a duration (make note that usually travelling to a moon, means your character will most likely stay on the moon for a length of time, to complete whatever operation/mission has to get done over there.... generally, you'll have to know what you're doing).