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Re: How to design a Fallout MMO game that gets 1 MILLION of play
Nice ideas really, been thinking along the same lines for ranged combat and combat in general (in a post apocalyptic setting with better technology). Though I'd still prefer some form of manual aiming, I feel that without any aiming, it could get monotonous after a few hundred hours. Something along the lines of Resident Evil where you have to bring up your gun but aiming is still manual without any soft locks. That would then require a crosshair for you to be able to see where you're pointing your gun and then, probably a mouse to be reasonably fast so I'm not sure how well it would work in terms of controls.
It's funny how circumstances cause people to come up with similar ideas, (not to piss on your fireworks at all :p).
In regards to theroachman's comments, his ideas for a somewhat dynamic world may be able to counter that. Areas ("grids") could be radiated if the population gets too high and the resources would otherwise dry-up. This would move players to other areas and generally, players and their guilds are going to migrate to resource rich areas and they're likely going to want to setup their own shops in the areas that they work in. There would also be greater markets for crafters in the resource rich areas. With significant enough travel then you should be combat globalisation and centralisation of players and the economy.
Ciron