Myself and a group of friends were working on a MMO called, "Battle Line: Galactic Conquest, a number of years back. Combat would be similar to the old "Starfleet Command" PC game, but with a true persistent on-line environment. I borrowed a number of ideas from HTC's implementation in AH. Here is the synopsis from the software spec...
"This game is a massively-multiplayer-on-line game (MMOG), a Tactical starship combat simulation played within a strategic framework. There are two primary races in the initial release, each initially having five or six different standard warships to choose from. There is also a third strategic play choice, that of Mercenary. These interstellar corsairs are not permanently associated with either empire, but can and do work with either (and sometimes both). Strategic game play revolves around the conquest of enemy planets and outposts, with warship production and resupply tied to a certain extent to the number of planets your empire controls and the level of damage to them. The object is to help your empire win the war, while building your rank, reputation, and crew experience. Increased crew experience equates to increased effectiveness in combat. The basic unit is a single, player-controlled starship, though eventually A/I controlled “escorts” might be added. Players will also have the option of joining another player’s ship as a Gunnery Officer (GO). Tactical combat between starships will be possible whenever opposing ships come within a specified range of each other on the galactic map.
BACKGROUND: Two primary empires exist that control the majority of known space in the Milky Way galaxy, the United Terran Republic (UTR) and the Arkailian (pronounced “Are-kay-lee-an”) Hegemony (AH). Mercenaries (pirates, essentially) also ply the spacelanes, seeking to amass fortune and fame. Other, lesser empires exist; some are staunch allies of the UTR or AH, while others are fiercely independent.
The UTR is a representative constitutional democracy, with a strong economy based on entrepreneurial enterprise, capitalism, free trade, and constant territorial expansion. They do not conquer other races (during peacetime, at least), but instead attempt to influence them economically into joining the UTR. Planets wishing to become a member of the UTR are allowed to keep their indigenous planetary governments, so long as those governments agree to incorporate the UTR’s constitution as an overarching document. They must also agree to abide by the interstellar trade rules set by the UTR. In exchange, they gain access to representation in the parliament, UTR markets, military protection, technology, and other aid. War is considered “bad for business,” but if provoked the UTR will prosecute that war with the full might of the Republic. If the UTR goes to war, they will conquer planets by force; however, once the planet is pacified the UTR will attempt to set up democratic, self-determining governments on them (albeit, predisposed to be friendly to the UTR). Once hostilities cease, these new planetary governments are free to choose to become member planets or to revert to independent status.
The AH is a monarchy, but with a ruling counsel of elders that exercise the true power in the Empire. Theirs is a warrior race, with strong elements of religion and mysticism that pervades and guides their thinking. This mysticism has survived and even thrived, despite the undermining influence of science and technology. Indeed they have managed to strike an ideological balance between the two. While dominated by the Arkailian race, other races have been assimilated into the Hegemony. Non-Arkailians are considered citizens of the Empire, with certain rights and privileges. They are nonetheless subject races, whose affairs are controlled and dictated by the Council of Elders, in the name of the Emperor. When a planet is conquered by the AH, any existing society and government is completely supplanted by that of the Empire.
Mercenaries (or “mercs”) owe permanent allegiance to no one, and have no true central government or economy. Players “lease” a ship from the mercenary guild, and gain money by selling their services to any empire they choose. They also prey on convoys and raid planets as a means of accumulating wealth. This “income” can be used to lease larger, more capable corsairs, allowing them to take on even more profitable contracts. The downside is, if the merc doesn’t fulfill the terms of the contract, he/she doesn’t get paid. Also, if the merc becomes too successful against a particular empire, they may have a bounty put on their head, which other players will no doubt try to collect."
When our primary programmer couldn't overcome his ADHD, the project stalled and fell apart, unfortunately. At the time, we had a dozen 3D models built (battleships, cruisers, destroyers, gunships, freighters, starbases, etc), and much of the algorithms for energy management and weapons laid out. We also had a basic game engine which the ability to fly around and maneuver in a multiplayer environment. We had a business model, and about 3-5 years of expansion roughed out.
