Thanks for the links to the good reading, Soulwynd. if i can manage to digest it, it will probably change my view on time dialation much in the same way that learning about the double-slit experiment changed my understanding of quantum mechanics.
back on topic, here are some of the things that I'd specfically like to see in the ideal "big spaceship" game. while im dreaming:
dynamic universe. realistic simulation of supply and demand, not just random number generator kinds of stock market shifts. conflicts that develop between factions based on resource availability and trade lanes and expansion. See X3 for a single player example of this. See EVE for a multiplayer example of this.
The ability to work for a faction or freelance, to succeed through combat, trading, or other miscelanious missions.
specifically related to the SHIP simulation, the ability to handle large ships and make them FEEL like you are commanding and coordinating the systems on a large ship. for example:
- I DONT need to look out the front window and steer.
- i DO need to plot courses and decide which side of the ship to try to keep towards the enemy
- i DONT need to fire all the guns with the mouse
- i DO need to be able to manage turret or main gun targeting prioraties, power levels, recharge rates, ammunition types, or whatever.
- i DONT need to pilot fighters, shuttles, and landing craft
- i DO need to be able to group squadrans together and assign them to space-superiority or anti-missile or straffing/bombing missions.
- it would also be nice to be able to controll the outfitting and equipping of fighters, set their patrol ranges and extra fuel tanks, and such like that
- i DONT need to command boarding missions in the first person
- i DO want some sort of abstract controll over what marines are assigned to boarding missions, wither their priority is to disable or capture, or if they are withheld on the ship for defense/
- it would also be nice to generally be able to reassign pools of crew to different tasks, if damage control became a prioraty or if you needed more people manning the fighter bays for reloading ordnance between flights or whatever
- it would be nice to be able to assign damage control prioraties, and things like that.
- managing cargo, trading, and flying noncombat missions such as exploration, jumpgate or starbase maintenance and construction, diplomatic voyages, or disaster relief would be nice.
- i DONT want to have to manage colonies and stations that might be built,
- BUT the ability to actually make diplomatic DECISIONS and impact the political climate would be nice, as long as the universe generally ran its self and gave you a developing dynamic playground to ass about in.
- the ability to command an attached fleet or battlegroup of smaller ships, escorts, destroyers, scouts, etc...
naturally, the more of these tasks that could be distributed to multiple players at once, the better. and if a player was wholey responsible for a given task, it would let you make that task more of a sub-game where the person has direct control over it rather than just setting prioraties for the AI.