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More interesting items/ideas for Bioshock Rapture MMORPG

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Part 17

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Competition - Rapture Has It ... :

Was there only one construction company (Ryan Industries/Seaworthy Construction) in Rapture, or would it be more likely there were competing ones, set up by various Rich investors (which Ryan likely would want so that he didnt get stuck with the bill for everything and would have more funds freed for all the other things he wanted done).
- Rich people would understand the advantages of 'ownership'.
- It is likely that several times as much money as Ryan had was used to build Rapture.
- Ryan still would have coordinated the know-how/personnel/equiptment/materials, but others would be landlords and owners besides him.
- A program could also have been organized for workers to have deductions from pay to go towards residential ownership in the completed City and manufacturers would pay 'up front' for their facilities to be built.

The 'Vanishing' would have been matched with a large selloff of worldly assets of the various people going to Rapture. They came over an interval of years, so had time to divest themselves without resorting to 'fire sales'. Many would invest in goods and equipment and materials to bring with them as well as possessions appropriate to their lifestyles.

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New Rapture City Insane Asylum ? ( adjacent to The Clinic ) :

For Splicers too far gone (or awaiting 'improvements' in the 'Cure' process to handle their severe condition)
- Player Mission hunting down escapee (dangerous...) -- City Constable quest (or a 'specialist' ?? --- The Splicer-Whisperer ...)
- Even the New City has many dark dangerous hiding places and a rabbit warren of unlit tunnels for escapees to hide in.
- Containment methods - special handling (real insane people can be quite clever and dangerous - Hannibal Lecter didnt need any plasmids ...)
- ADAM/EVE flushing to minimize dangerous abilities (but there IS a supply in The Clinic for various uses that might accidentally fall into the patients hands).
- Adventures in The Brain of a 'far gone' Splicer -- the Brain puzzle Mini-Game (part of the City Roles Quests).

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Question of a Company Store for the MMORPG :

The Game Company wants money (they ARE a business after all). If the game has a Free-To-Play system, then a majority of Players won't pay simply to play and would have to be forced via bought content releases that would intrude constantly on the players game experience.

A 'Store' usually means endess advertisements in-game/interface for "Deals" and "Sales" specials and content has to be divided up and 'sold' to Players - a distraction and tainting of the whole game universe. Development work (and continuous management) on a 'Store' system takes effort away from making the game better (or the quality it aught to be).

Since Players in THIS MMORPG game would be creating content, how fair would it be that so much of their works goes to benefit/line the pockets of someone else AND they (as players) get subjected to the endless annoying/bothersome/continuous sales spew. The whole nickel and diming atmosphere of the 'Store' mechanism pollutes/cheapens the game. SO for THIS MMORPG - NO Free-To-Play and ABSOLUTELY NO 'Store'. Instead, just straight monthly payment - for one character on one Server per account. This 'membership' would of course include the ability to design/create/test/submit game content.

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Riding Horses in the Farms (ideas are getting Cliche - 'Red Dead Splicers' ... ) :

- Are there any horses left ?? ( in degenerated areas they would have eaten all of them...)
- But if a Player comes up with a set of proper horse movement bone animations ...... (answer - Vita-Chambers !!! the Holo-Deck of Bioshock).
- Those outlying communities from Rapture which had cut themselves off when 'The Troubles' started... Might still ... Those farm tunnel networks were quite large/extensive - horses would have been useful - just l;ike golf-carts (same in the 'suburb' communities outside Rapture).
- A bit too short a period for 'inbreeding' to occur with these 'cut off' people (so ventures into the 'rural' areas should be more like 'Southern Comfort' rather than 'Deliverance'...)
- Player gets to see some normal folk for once (and possibly also provincial weirdnes - though its only been about 12 years of isolation ...)

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New Rapture Orientation Films - "This is New Rapture" :

Shown to New Ex-Splicers and to outsiders considering further relations with 'The City'. Extolls all the conveniences and safety of normal civilized living.

Outside Visitors can actually be shown (a tour) the restored state of the City Center - which the City has plans to keep spreading to restore all of Rapture (with the Player's help).

Panning style photograph 'motion' pictures (part of the suite of presentation media tools). Mpegs as media discouraged to keep bandwidth under control.

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Distorted Views Thru Those Windows :

Buildings used in the outside window (sea) views are scaled a bit wrong (undersized -- estimates based on (cheat) 'ghost'ing around comparing to the viaduct structures -- which are normal sized) -- their windows are too small, too close together (vertically too close together for them to be part of a realistic floor seperation spacing.) That is nothing new in modeling/staging a remote background view (though in some places there are correctly scaled viaducts next to the undersized buildings). Other windows are oddly offset half a floor for some reason. They look good enough for what they were supposed to represent. Iwas trying to figure outt how far apart building should be for the MMORPG.

Many buildings are 40+ stories tall are seen/represented in some of the views (like from the Adonis Luxury Resort in BS2) that would be hard to match even in downtown Manhattan (view is overdone a little, especially for a city of only ~20000 people). I dont think the Wales Brothers would have faked building as architects they would want to make their impressive building 'real'. So mark it down to game developer's "artists licence".

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Where am I ? :

Quest - you get kidnapped, and taken in a sub(blindfolded) to some location (undetermined) 'New Harmony' (or Topeka??) The *unknown* location allows repeat of quest for many Players without disrupting map growth or the Player retracing and disrupting the Quest scenario for other players. A similar Quest plot could be a 'Gang' down in the extensive/mysterious foundation tunnels somewhere).

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Collecting Corpses - Recycling :

You might have noticed that there were more than a few corpses laying about in Rapture, not only in BS1 when they might have been relatively fresh , but also in BS2 where many seem to have been there since BS1 times (evidence the Audio Diaries right next to them). ADAM perhaps has properties that prevent deterioration... (Great, when ADAM gets to the outside world it will be used to make Spam that will last for a century in the can... )

Many of the corpses still contain traces of Plasmids/Tonics/ADAM that still have value, if ways can be found to recover them. Unfortunately 'resurrection' like what happened to Delta is largely impossible for these individuals (so far). The Daddification process (especially for the Alphas) required collections of DNA for plasmid customization and N-Gram (brain pattern) recordings for the mental conditioning/modifications (those processes that were streamlined later). It took Eleanor years to find and make use of Delta's "records" to rebuild him (and almost as long for the Little Sisters she employed to haul the Big Daddy Suits to that modified Vita-Chamber). (Heh) that gives me an idea for yet another amusing Mini-Game about the process/progress and failures/pitfalls of Eleanor's long efforts to reconstitute her Daddy.

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Power from Hesphaestus - submarine cables to outlying facilities :

- High Voltage Electrical power cables (well insulated one hopes) crossing the ocean floor - often several miles long (ala Jaws 2).
- If a Tram tunnel was built the same path, the cable(s) would usually be located inside with it.
- When Heat pipes (the hot water tubes used in much of Rapture) cant be used because they are too long, heating can be done purely via electricity. Breathable air can also be transfered (via compressed air lines).
- Within the City, large utility conduits are used which are accessible their entire length from an interior space (except maybe for the largest concrete heat pipes).
- Some distant locations     (   http://imageshack.us/photo/my-images/600/rapturebig.jpg/   )  might have their own geothermal power sources (probably a good idea if you know what happens in Rapture when you are totally without power/heat/air for too long)..

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Air blow effects of Security Bots :

It takes quite a bit of power to make a (~150lb) object hover, and the Security Bots use a down draft flow of air (via their contra-rotating rotors) to fly. That airflow will blow all kinds of nearby light Items about, as well as make quite a racket. One more 'physics' effect for the game. Imagine how much dust/trash has accumulated in parts of Rapture to get blown around, and the force of the airflow also can throw up water/mud/muck just as well.

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Grand Theft ADAM :

GTA style rapid movement thru terrain that has simplified detail ( ????? ) Careless/dangerous behavior would probably get you arrested as a public safety hazzard in New Rapture citylimits - unless you were a Splicer/criminal taking part in a 'chase scene'....).
- The 'street' system of Rapture might be open enough to allow some freedom of movement of this kind. (Heh, chase scene with Trolleys - sounds like a Harold Lloyd or Buster Keaton movie scene... )
- In 'The Ruins' there probably are open stretches of terrain not TOO covered in debris or structural damage blocking the way...
- Murderous Splicers on motorized bikes --- if they could get a Security Bot to fly, then a motorized bike (in Rapture) should be childs-play.... (Note- the 'suburbs' areas outside Rapture have actual roadways thru tunnels of sufficient length to justify such vehicles)
- Automobiles ??? maybe only as an expensive hobby for some of The Rich ... (but since the original owner is now dead...)
- Mad Max type of thing going on in one corner of the 'burbs' - motorcycle gangs of mean Splicers wearing pieces of old football equipment and such. (extra fun is for Players to play "Spot the Cliche" in this game. )
- Out in the Sea, there is LOTS of open space for free maneuvering (and not too many 'detailed' people walking around and not that many external 'fake' doorways/relevant interiors). SO this probably has the most potential for some of that style of play.

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Hut One, Hut Two ... :

Football padding for those (players and Team NPCs) who's job is to tackle and subdue Splicers (and maybe the handlers in The Clinic/Asylum need such garb while dealing with uncooperative patients). I could easily see some of those 'Hannibal Lector' masks in there too. For Brute Splicers - "Dont worry those chains are made of Chromium Steel" (didnt stop King Kong though...)

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MMORPG Behavior of Splicers (and NPCs ) would have to be more complex than what weve seen in BS1/BS2 :

- They will have daily routines that they will play out so that you will find them doing logical things and interacting with THEIR environment more realistically. Rapture is now an ecology that makes sense (and can make sense to the Players so they know how to interact with it). We had seen little choreographed scenes like this in BS1/BS2, but this would be magnitudes more common/general in the sandbox world of the MMORPG.

- They (NPCs) will have more motives and goals --- than to simply Spawn, Wander aimlessly, then scream and attack on sight (and die) - it got kinda boring. (and No more Pheromone/PsychoRant driven 'protect the nest' signals, guidance from one Boss) Smarter NPCs would pick their opportunities to attack or to retreat, to ambush, to steal, to lay traps, to sneak thru secret passages which THEY already know about - their territory. )

- They would sense things much further away (and if you make a racket - even further) and act appropriately. They would interact with each other and coordinate actions - and communicate between themselves (some of them have radios, most remember how to use a phone, and certainly they can shout for help). Isolated Splicers were so easy to fight, now you might have to deal with them AND their friends - especially when you dont handle things the smart way. Retreating from a Splicer horde will often be a wise maneuver for you (keep your Plan B handy nd always keep an escape path in mind ).

- NPCs will make use of their environment. Splicers will use a wider range of objects and their environment against you (and each other). You will have to look harder for useful items, because the Splicers have already scrounged ahead of you -- THEY collect things too. So dont leave any equipment lying about because it might not be there when you turn your back for a moment.

- There will be a wider range of tactics and actions/cooperations to get various tasks done. There will be far more animations and useable objects (just like the player has).

- The AI needs better coordination because 'friendly fire' is possible on both sides (but not between unassociate Player and NPC 'Teams' to prevent 'Griefing' loopholes).

- The same AI code that Splicers use will also be used by friendly NPCs (Citizens and your 'Team' ) ... smarter NPCs all round (Again the Player Created Asset paradigm can have alot more 'smarts' added to the game that game companies simply cant afford).

- Traps, things falling on you, locked doors and ambushes (defensive territory) -- this isnt you pappy's Bioshock Rapture !!!

- I tried to do the 'Death From Above' maneuver on Stanley in the Train Station, but it didnt work. Another feature for the MMORPG is that things can get more physical like that - things dropping on you (or you on them). That requires much more versatile scripting logic and of the animation transitions - a BIT closer to a fighting game's. The NPCs doing such things via skills of varying effectiveness/ineptitude (and also preferences for which actions/skills they prefer to use in varying situations).

Learn from your NPCs and how to make use of them - they can have skills/abilities that your character does not.

An interesting idea is that your NPC 'Team' members have their own minds/motives about how/what things are done (example - you gleefully needlessly kill a Splicer and dismember it (not exactly allowed in the game, but anyway ...) and they decide they really would prefer go work for someone better. What kind of logic is needed to make assessment decisions like that (heh, "Moral Choices" made by NPCs...), to help implement part of a 'actions have consequences system' --- instead of nerfing the whole game like most MMORPGs these days. (I remember Ultima Online from the 'old' days... all the interesting things players could do that they eliminated and then nerfed everything else, to be joined by horrendously complicated game mechanics to try to (hardly) fix the simplest bad-behavior problems).

More New/Better AI logic could be produced by Player Asset Creators than the company could possibly afford to develop.... Like the rest of the MMORPG's game system, the NPC AI is modular and individual parts can have improvements without disrupting the rest of the system. Additional solutions can be added to increase NPC versatility and abilities. A high competency level of functional testing (playtesting) would need to be done to make sure the logic was well exercised before it was applied to any production Server.

High-level Splicer faction 'strategy' would be controlled/guided by Company employees. It is much simpler to do this than spend(waste) ALOT of money on attempting 'intelligent' AI programming.
- Tools for situational visualization (symbolic maps representing the faction situation) would be made to facilitate this (a world map indicating zones of influence/resources/control) so that human brains would guide factions logical strategies (the lower level unit AI takes it from there).
- Managing each factions' goals would be more a matter of setting objectives (NOT micromanagement). Factions could thus act following well thought out (appropriate) Canon themes.
- Guidance notes and ideas would be recorded so that later employees could continue cohesive long-term strategies.
- Each Server World would develope its own unique situation and each one would be handled individually.
- Once set into motion, only minor day-to-day adjustments would be needed (one employee could actually handle ALL the Server Worlds' faction guidance).
- It is handy to be able to steer a Server World that inevitably gets out of balance - humans are much better at this - programiing can only do so much.

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SONAR used on Bathyspheres for Safety :

The Bathyspheres had roller grips for the cables they traveled along, which allowed friction clutches to be used to smooth acceleration (and prevent cable wear) -- instead of suddenly grabbing the moving cables solidly and yanking the entire vehicle. Things could still go wrong and a Bathysphere could stall in front of another. A forward pointing SONAR sensor would, on detecting something (like a Bathysphere) too close directly ahead, activate a safety sequence untighten/loosening the grip on the cable (while still fastened to it) and apply reversed propeller thrust (the Bathyspheres did have maneuvering thrust capability) to slow down and try to prevent collision. Deaths of passengers was always something to be avoided by the Austen Bathysphere Company.

Its not plain that the Bathyspheres had/required a human pilot (who could do the same safety maneuver), but a simple sensor system would greatly improve the passenger safety, when thousandss of daily routine trips are made.

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Gates of Doom :

Those Metal Bar Gates that slam closed and trap you for some nastiness - now you can turn them against the Splicers. Obviously you either have to build them or use ones at strategic locations (and you have to lock them ). Now they can potentially (unlike in BS1/BS2) be broken with enough effort/strength/tools -- so dont get too over-confident. In the Solo games we were invading the Splicer's territory, but in the MMORPG they can invade yours - be ready. Gus's Gates of Doom is off 3rd Street in the City Center and they have recently expanded their range of inventory to help meet your security needs.

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Loading Mini-Games to be played offline :

Apps and data transfered from the Server, the Mini-Game is played offline, and then the game results are sent back later (when connectivity is reestablished). Several scenarios (matching the Player's in-game situation or matching assets they control) for a 'game' could be assembled by the Server and loaded/queued-up. Several different games could be loaded for extended off-line playing activity.

There would be built-in game security to prevent cheating (no simple file manipulations - Server based security blocks easy client hacks).
- Mini-Game Data is tailored/customized to the Player and has encoded markers that disallow resubmissions, application to a different Player, and any easy faking of results.
- The Server easily detects game scenario + results invalid for a different player.
- The multitude of different Mini-Games make payoff for difficult 'hacking' inconsequential.
- Some situational Mini-Game types have the Player go thru a varying bunch of actions, but the results are not known until submitted, and thus a hacker doesnt know what 'right' actions to build into the data sent to the Server.

The Mini-Games dont have huge payoffs (actually are fairly limited) so would not warrant reverse engineering/hacking the App (and various programming tricks can make even that difficult). Results arent just files transfered but interactive between the tablet app and the Server, and it would take sophisticated hacking to fool the system.

Players could have another Player play their account but that is the same as having someone else log into your account on any other MMORPG and do stuff for you (blocking 2 simultaneous logins on the same account is pretty standard for account payment cheats). As long as they do the playing fairly, one at a time, there is no problem.
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Many of the off-line activities are not actually Mini-Games, but manipulate cached data from the in-game world. - The Player can plan out their next in-game excursion and setup/organize the resources they will want to use (like the original X-Com where you decided equipment for your squad - but alot more than that for THIS game). - Another example would be downloading your in-game mail messages to be looked thru and have replies written (to be sent when a network connection can be reestablished).
- Project planning/monitoring for the 'rebuilding' activities in the game can be done conveniently on a tablet/palmtop (using time when a game-machine use isnt possible).
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Example -- you are going on a plane flight and would like something interesting to do for a coupla hours while you are waiting/flying. So you take a few of the next Mini-Game scenarios for the Civic Prestige activities (Plug the Leak and Rat Patrol) and your in-game mail dump. You can take your shop/farm business records/plans for review/adjustments/management, as well as a few new scenarios for that fun 'Roleplay a Security Bot' 3D Mini-Game. Then there are the latest Rapture TV programming (shows and commercials and news), and the daily New Rapture Newspaper. You may wish to take a summary of your NPC 'Team' stats (so you might consider some new training for them). All your game notes/reminders, map data, Teamtask assignments, and 'bank' contents are all kept upto date on your handheld. When you can get back to your PC you want to do some blast-fest in 'the ruins'/'the wild', but while thats out of reach you can get some more mundane game things done.

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Carwash for Bathyspheres/Subs :

Dont want any barnacles building up that cause unneeded drag and an unsightly look for something thats supposed to be a 'deluxe' service. Keep em shiny and polished, so that the passengers can think they are special (and willing to pay those premium rates). The Bathyspheres we saw were pretty run down and grungy inside, compared to what they were like when in operation before the Civil War. Keep the windows clean and the seaweed from fouling the maneuvering propeller jets. Change the air filters regularly and empty the ashtrays. Thermostat set to a comfortable temperature -- much more pleasant than being in a subway in NYC when its 100 degrees.

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'The Rapture Family' murdering heretics :

"Nonbelievers are not welcome here anymore" . . . . . 'anymore'

Interesting in BS2 that there are more than a few people shown killed because they didnt believe as 'The Rapture Family' (or its leaders) wished/required them to. Bait and switch.... Lamb originally preached the usual collectivist lines about working together and helping each other, but once in control started having the followers 'martyr themselves' and kill those who did not believe in the Beloved Leader and her insane goals.

Ryan at least reserved hanging people up on a wall (dead) for those who tried to assassinate him. Those others 'hung' in public places were Smugglers (Traitors to all of Rapture, risking the City's safety for a buck). You cannot say that they were not warned. Most of those who turned against Ryan's Rapture were imprisoned, not killed - Ryan had a major revulsion for Sofia Lamb as being from the same mold as those collectivists who murdered his family, yet he still let her live.

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How many people fled Lamb's commune ?? :

We saw the result of at least two people who tried to escape and were killed in a Bathysphere/submarine.

No doubt, many who might have "bought into" Lamb's 'lets work together' rhetoric and pseudo spiritualisms, soon found themsleves wondering what it was mutating into and then no longer cared for it and even sought escape.

How many of her 'Family' toiled in the farms of the Greenbelt to keep her and her minions fed?? Would she even care if they were worked to death or would that just make gathering their ADAM for her experiments that much easier?

There were many other surviving sections of the City that she had no influence over, and when some people figured out the 'deal' Lamb was selling, there were places they could escape to. Unfortunately for those fleeing, the response to her power grab and attempts to seize more of Rapture, other factions had destroyed/flooded many of the paths leading away from her to protect themselves. Later, with so many fleeing her benevolence, she had her minions close off any of the remaining exits. "The Wall" was built to keep people from escaping (hmm, sounds familiar), but many still found ways. Others, trapped, killed themselves (we saw many of their corpses throughout Lamb's domain dead in 'natural' positions - many very obviously suicide).

Sinclair allegedly was trapped in the territory Lamb controlled (BS2 he's in Ryan Amusements and had been interacting with Tenenbaum). But who knows what he was really up to -- he certainly previously had access to alot of resources and was clever in working things to his advantage. While we were beating up Lambs thugs, be was likely scooping up goodies for his trip to the suface. Perhaps if Delta managed to dispose of Lamb and her henchmen, Sinclair might 'sell' a new deal to her flock.

People who resisted Sofia Lamb too much (and encouraged others to do so) diasappeared down into the Abyss, forever (or found themselves 'volunteered' for ADAM extraction as 'martyrs').

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Welcome to Rapture (not every new immigrant's "cup of tea" ) :

Not everyone (actually many) were not affluent people, for which the Kashmir Restaurant and Ritzy Hotel (and Footlight Theater that was supposed to be 'upscale) were meant to impress as an 'Introduction to Rapture'. Thus there should have been one or more additional 'introductory' tour paths :

Tours of the City (menu selections to match the individual's taste/interest/concerns) :
- Beer Garden, Stadium
- Modern Transportation System
- Shopping Mall
- Museums and Salons
- Technical Wonders
- Working Farms
- Schools
- Nightlife

The immigrant's professions were likely already pre-arranged for, thus would get a customized destination associate with the person's work/workplace/customers.

Tours heading off to chose a residence (with many choices for the different social levels, brochures would probably be pre-provided) or to look at business offices.

Some people who showed up at Rapture were agents for a businessman who needs to bring in alot of equipment, product/inventory, employees, and possessions, and are still arranging transfer/shipping out from the Surface World.

One might wonder if there were some who got 'special tours' to convince them into leaving the Surface, but with measures allowing them to change their minds (the old 'blindfolded all the way there' stuff). I wonder how prevelant this would be as many people have a problem with changing their entire life to something "sight unseen".

Transfer - thinking about it - a ship with say 100 new immigrants (the population 20000+20000 would require 400 such 'shiploads' and dont forget 'all their stuff' - perhaps the equivalent of a moving truck per family) shows up and the new immigrants need to be brought down. Will there be a waiting queue forming, as 8 at a time get into that single Bathysphere ?? Likely the disembarcation situation will need a 'Welcome Wagon' handing out Coffee and donuts and maybe some heating (and port-a-potties - or is there a Gents/Ladies through some door we didnt see??) for those who have to wait.

Luggage/Moving Van loads of possessions shipping down to Rapture -- I think they better have an alternate path than those tiny Bathyspheres (besides hauling everything up and down all those steps in the Lighthouse). Maybe the Cableway from the Lighthouse down to Port of Rapture could continue to be used. Even submarines (if used) would have to be transloaded from the ships somewhere (NOT the easiest thing to do in the middle of the North Atlantic). Cargos could be pre-packed into the Cableway 'containers' aboard the ship, craned into the water, towed over and dragged down via the Cableway to the transportation hub at Port of Rapture, for forwarding to wherever in Rapture the possessions were destined.


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WARNING - YES, This whole Wiki is a 'Thought Experiment', and YOU are the test subjects !!!!! (So are you Alive or Dead as per this whole Concept ???)


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