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This is a discussion on "Lusternia Releases Aetherships!" in the Top Mud Sites MUD Announcements forum : Do you enjoy the concept of fantasy ships that fly through weird dimensional space, encountering extraplanar monsters and pockets of strange realities? Look no further than Lusternia! Continuing the tradition of being one of the leaders in innovative gameplay, Lusternia is very proud to announce the release of Aetherships--constructs that travel within the space between the planes of existence. This latest feature provides for players to transform their aethermanses (customizable player houses) into aetherships, which are part-vessel and part-extradimensional creature. Players also receive a new skillset called Aethercraft, which one must know in order to operate these ... |
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#1 |
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Member
Join Date: Jul 2003
Home MUD: Lusternia
Posts: 146
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Do you enjoy the concept of fantasy ships that fly through weird dimensional space, encountering extraplanar monsters and pockets of strange realities? Look no further than Lusternia!
Continuing the tradition of being one of the leaders in innovative gameplay, Lusternia is very proud to announce the release of Aetherships--constructs that travel within the space between the planes of existence. This latest feature provides for players to transform their aethermanses (customizable player houses) into aetherships, which are part-vessel and part-extradimensional creature. Players also receive a new skillset called Aethercraft, which one must know in order to operate these ships. Captains can add on modules to further design their aetherships, such as battle turrets to combat extraplanar monsters, or an empathic grid to heal the ship and communicate great distances. In order for players to successfully operate aetherships, they must form crews that work harmoniously together. Overall, it’s a fresh approach to ships both in theme and mechanics. |
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#2 |
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Moderator
Join Date: Jan 2006
Location: Seoul
Posts: 192
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Congratulations!
A very nice system, something I'm sure your players will love. |
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#3 |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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Very cool and well-done, Estarra. They seem to be the source of a lot of excitement even on the other IRE game forums.
--matt |
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#4 | |
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Senior Member
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Given that this is all make-believe, it would probably have been more creative and easier on the eye if every second term didn't include "ae". It's aenoying aes haell to see aevaery other word aend phraese include the same two-laetter combinaetion. It'd also make it a lot easier and less silly to try and repeat in a conversation, and I'm sure the terms will pop up in RP. No doubt this will be taken as a flame when it's meant as friendly advice. It's your world to design, so why not put a bit more effort and care into it? Also might want to spell check your help files before you link them (unless of course the misspelling of "extradimensional" was deliberate to make people do a double-take thus increasing interest in the game, but I think we both know that's not the case). Jason |
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#5 | |
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Member
Join Date: Jul 2003
Home MUD: Lusternia
Posts: 146
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But thanks anyway for the advice! |
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#6 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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#7 | |
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Member
Join Date: Jul 2003
Home MUD: Lusternia
Posts: 146
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Quote:
I hadn't had any plans on a trading system but players have been mentioning it since ships were released. I'm not familiar with an Elite-style trading system. Anywhere I can go to check it out? |
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#8 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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Basically each world would have a space station, and you'd travel between space stations buying and selling in order to make a profit (eg buy computers at a high tech world, take them to a low tech world and sell them, then buy food and take them elsewhere). Some products were illegal in certain worlds (firearms, drugs, slaves, etc, were usually illegal, while other things like furs might also be illegal depending on the world) - illegal products resulted in more cash, but were also riskier to deal in. Then you'd have to deal with pirates, bounty hunters (if you were a smuggler), and so on. To really break it down to the basics, the game consisted of: Buy X, fly to A, sell X, buy Y, fly to B, sell Y, buy Z. The game them threw in other things to keep you busy along the way. It's an old game (published in 1984) and conceptually very simple, but it had a lot of replay value. |
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#9 |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 343
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I love trade-style games. Anyone remember Oregon Trails and such?
How do you balance this in a mud setting, though, unless it was the entire focus of the game? Wouldn't you have to have a money sink involved? Otherwise, you could make an obscene amount of money at little to no risk, right? |
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#10 | ||
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Moderator
Join Date: Jan 2006
Location: Seoul
Posts: 192
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EDIT: Hit submit and I remember the name Planets: The exploration of sapce(Planets:TEOS). Really fun game, something modeled after that could be interesting to see, but more balanced, TEOS had a few guarenteed wins. |
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#11 |
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Member
Join Date: Feb 2005
Posts: 34
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I loved the Elite games, and as I told Estarra when I was espousing their virtues, used to have the universe map from Frontier: Elite 2 on my bedroom wall.
We've been talking about a trading system and whether it would be good and how to implement it if so, to complement the quests that exist in the planar bubbles inside the aetherways. |
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#12 |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 699
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The Elite games have had such an enormous impact on the gaming industry. It is amazing how many games still, to this day, capitalize on the basic-Elite style concepts. Why? Because they are fun.
Older games that were in that style included such classics as Starflight and Star Control. Newers games include Freelancer, EVE Online, and EA's failed Earth & Beyond. Something is definitely *right* about the basic gameplay concept. |
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#13 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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Ether is a class of organic compounds, as well as a specific, very flammable liquid. It's also one spelling of the word used, since classical times, to describe the medium that makes up space, being used later on to be described as the medium through which electro-magnetic waves travel. Aether on the other hand, is not only a more faithful translation of the Greek 'aither' or the Latin 'aether' from which both words derive, but has much more appropriate meanings. It was used by the ancients to describe both the medium that makes up the heavens as well as the rarified upper air that the Gods on Olympus breathed. So, the choice was between 'ether' which has a host of modern, scientific meanings, or 'aether' which has only 'ancient' meanings. I'm sure it's clear to most people why 'aether' was chosen. --matt |
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#14 | ||
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Senior Member
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While only a small sample, I polled five people (all MUDders) and four agreed that the use of the prefix "aether" before every term was not only unnecessary but annoying. One of them thanked me for saying something because they were on the verge of doing the same. The term "aether" itself is a good term to use, but there's simply no reason that it has to be attached to every related word. Take care, Jason |
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#15 |
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Senior Member
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On a side note, one of the people I polled (reference above) said they thought it was curious that a Spelljammer-like concept would appear on an IRE game after Chad McHenry, aka Traithe, left the IRE project he was working on and announced he was starting a MUD essentially based on Spelljammer called Etherea.
I said I had no idea what the timeline was on the development of either project so I couldn't say which came first. It did spark my interest though. Were these two projects a case of independent creation or a race to outflank competition? Take care, Jason |
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#16 |
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New Member
Join Date: Sep 2002
Posts: 9
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Earth and Beyond (mmorpg) was tailored around the trade system too wasn't it? Not that it exists anymore, but I remember beta-testing it and enjoying it quite a bit.
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#17 | |||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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In any case, I'm guessing Etherea died a handful of months after it started, and before development on aetherships even began. The last post on their forums is from August 26th, over 5 months ago. --matt |
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