Yes... the engine would be a problem, and engineering a new one would be a pain... You could modify some existing engines and merge them, but that would require years. But... A good idea none the less.
Iv actually been thinking of something like this for months. :p
My idea was you chose your character, your rank and abilities like you could be a doctor/nurse and you could be good at treating patients but dont have a good bedside manner etc.
Or be a security guy who goes on away missions, checks ship does tactical station on bride, you get my point.
And if you are like senior staff you get to chose if you are helmsman, tactical, engineering etc.
erm, your thinking of a Singleplayer mode like freelancer.
heres an idea: you DONT start as a starfleet officer etc. you get to choose your look like in JK:JA, JK:JA like interface for "skills" i.e. , reaction time (how fast your character physically turns when you move your mouse etc) Fitness, Health (better health would work, upper maximum health then others, i.e. normal : 100, new upper 125, and the next level on better, would have 150 and weapons dont injure you so much, but not that your invulnerable) weaponry accuracy
over the course of the game, you can select a few to increase, but over the game, you DONT get to have ALL of them at max. so what you choose at during the first half dictates wether your good in a few fields, or just a jack of all trades. perhaps one of them available later during the game, (freelancer like level system, upper level required to access some like upper level to get better weapons) could be that you automaticaly respond to basic orders like, erm, engaging warp. but you must still set the course, and if you do autopilot most of the time, your piloting skills will actualy decrease , like, skill level 12 but then 3 weeks game-time, (3 hours rt or so) and your level 10. or drop a level a week if you dont keep ontop like, 5 hours a week, gametime , practise. more and your "experience" points goes up a few. or if everytime you sit at helm, you dont use autopilot, youll reach the next level quicker. each thing for each department. which your good at in the beginning of your "starfleet" career dictates which youll be doing most of the game. only at story-driven points will you be required to do what might not even be for a guy in your field. (atwhich the npc that should do it could be unable to do so, get there to do so, or some other reason.)
btw if it was realtime, a ship with max warp 5 will take awhile to get to nearest planet :)
(This is Phil from Destiny's Wind (destinyswind(dot)com) and Elite Roleplaying (eliterp(dot)com))
I would just like to let everyone know that the Destiny's Wind team has been hard at work and the game engine is nearly ready for alpha, and integration with maps being developed. Asset development is moving along as well. If you wish to join the team, send an email to luke(at)eliterp(dot)com. We always look forward to working with new people, and each contributor adds another level of sofistication to the project. Information on Destiny's Wind can be found at our website, destinyswind(dot)com, where we also have forums for group discussion. (for some reason I can't put URLs here, so I had to truncate them)
This is my dream. For some time now, I have been in a quest for the ultimate Sci-Fi game. A flawless fusion of Space sim (a-la Bridge Commander or Freelancer) and FPS (EF2 or whatever). After discovering Destiny's Wind (Thanks for that!), I am now getting seriously excited that this could actually happen! My only problem is that I would like to see an SP version as well (not just MMO). Maybe, just maybe, my dream can come true... -PsyWarrior
I think MMO would be great, I don't really need a SP version to get into a game like this. Looks good! Oh and btw it should use the Source Engine (the one half-life 2 uses) for FPS. That WOULD be quite a load, but a lot could be clientside.